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News:

i love it when sokoban adjacent games are open world. i absolutely understand the reason behind making discrete levels but i also love when puzzle rooms bump against each other or interact in cool ways

i think the halfway house solution stephens sausage roll has is fun, where all the levels physically exist in the world but are uninteractable until you hit a trigger, at which point all the other levels sink into the sea and you're just left with what you need, and when you've finished, the open world reflects the final state of the puzzle. tahts the good stuff

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