- 01Read box and standing space
- 02Plan pushes
- 03Walk around and push
- 04Check dead positions and undo
Pushing and dead positions
A box can be pushed from behind but not pulled. Moving closer to the goal may strand it where the player cannot reach the required pushing side.
Play the lab
An original teaching experiment. Parameters explain a tradeoff and do not reproduce the referenced games.
The player's decision
Walk around first or push toward the goal and lose turning room?
Original scenario
Original lab: one box inside a six-by-six boundary. One added wall makes the former first push a dead position, so approach from the left instead. Undo is available.
Start with this prototype
Build a six-by-six grid, one box and one goal. Use keys or direction buttons for single steps. Goal placement wins; explain known dead positions. Include undo/reset and omit multiple-box interactions.
Change one variable
Add one wall and compare route changes. Prove the variant solvable before optimizing move counts.
What to observe in a playtest
Are both variants solvable? Does undo recover from dead positions, and do wall bumps avoid consuming moves?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Not every wall cell is dead, and corners are not the only dead positions. Undo must restore player, box, moves and status.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- A Monster's Expedition
Pushing trees creates paths, connecting object movement to reachable space.
- Sokobond
Chemical assembly offers a shape-constraint comparison; this lab keeps only single-box pushing.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a six-by-six grid, one box and one goal. Use keys or direction buttons for single steps. Goal placement wins; explain known dead positions. Include undo/reset and omit multiple-box interactions.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.