Unnamed Project "Sokoban" (2026)
Platforms: Windows
Project Length: ~2 months
Skill Focus: Tools Development | Prototyping | Systems Design
Engine and Tools: Monogame | Sesame
About
“Sokoban” was a narrative puzzle adventure game. Players would solve Sokoban-style block puzzles in order to traverse a mysterious world governed by game logic and forces just beyond the screen. Get to the window. Get it out. The only way you know how.
This is an unfinished project not in active development.
Development History
With the second major iteration of Sesame being mostly feature-complete, I was constantly toying with game concepts in the back of my mind. I was particularly excited by the idea of a Sokoban-styled narrative puzzle game. Ever since work on “Project One” had ended, I was desperate to return to a project with heavy narrative emphasis. Such eagerness, combined with Sokoban's blocky, grid-based gameplay (a perfect fit for my tile-based editor), led me to start writing the design outline for what would become this project.
As much as I would love to share the extensive details of said design document, actual development ended far too early for much of it to be applicable to this article. Beyond that, I still would like to return to this concept at some point, so stay tuned till then I guess.
Anyway, once I had an idea of the type of game I wanted to make, I compiled a basic feature-set and started work on implementation. Once a toolkit with which to create levels was developed, I experimented with the game's identity and created a few proof of concepts.
Around this time, my life outside of the project grew busier and, in combination with my interest in making workflow changes, led me to place my focus elsewhere.
Postmortem
Despite very little tangible “game” coming from this project, it was a great exercise in tools development and high level systems design (dialogue system, level navigation, and scene management).