Soniper
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About the game
A warehouse keeper is stuck in a small room with walls, crates and a few marked spots, and the goal is to get every crate onto a spot. If you know the classic crate-pushing puzzle, you know the rules: crates can be pushed but not pulled, and only one can be pushed at a time. The difference is the controls. Instead of steering the keeper step by step, you drag a crate to the square where you want it, and the keeper works out a route, walks round to the right side and pushes it there by himself.
That takes away the walking and leaves the thinking: which crate goes where, in which order, and which squares are traps from which a crate can never get out. Each crate is picked up by the drag and the keeper follows. A green frame marks the square you are aiming at. Undo takes the last push back, and Reset starts the level again.
The levels are made by a generator, and there are thirty of them. The game keeps the level you have reached in your browser. is a puzzle game by Kenta Cho, who works as ABA Games. There are no image or sound files: the graphics are drawn by the code, and the sound effects are generated while you play.
Playing it here
Click Play, then drag a crate inside the game. Nothing is installed or sent anywhere. The level you have reached is kept in your browser.
Controls
| Input | Action |
|---|---|
| Drag a crate to a square | the keeper walks round and pushes it there |
| Undo button | take back the last push |
| Reset button | start the level again |
A few things worth knowing
Do not push a crate into a corner. A crate in a corner, or flat against a wall with no target along it, can never move again.
Plan the order. Think about which crate has to go in first, so that it does not block the way for the rest.
Undo is your friend. If the keeper pushes a crate somewhere unhelpful, take it back before you continue.
Credits and licence
Soniper was made by Kenta Cho (ABA Games) and published under the MIT licence in the soniper repository. The game carries the sounds-some-sounds library that the author writes. The author credits Ian Parberry’s Sokoban level-generation research as the idea behind the level generator. The licence texts of the game and of everything that comes with it are linked from this page. The game files are served as published, unchanged.