
Hayaban
Waking up before the early shift, you have to repair the tracks so people can get to work.
Your job is hanging on by a thread. Be late one day and you're fired!
Gameplay
Hayaban is a fast and frictionless Sokoban (block pushing) game. Your goal is to get the boxes onto the targets to light up the circuit and fix the train. You have until 7:00 to do so.
Controls
Hayaban is controlled exclusively using the mouse. Move your cursor wherever you want to move. If the path there is unobstructed, you'll automatically move there.
Press left mouse button and drag to push or pull a crate. As long as it's a valid move (shown by the ground highlights), the crate can be moved. You don't need to wait for animations, as long as you can push from where you were, it will happen instantaneously.
Press right mouse button to undo the latest push chain, all the moves that you last performed while holding LMB.
Press 'R' to reset the level (but not the timer!). It's probably faster just to press RMB a bunch.
Development Notes
I tried something different this time, seeing how a normal font (Inter) would look if pixelated and scaled up, somewhat reminiscent of how PS1 games did their fonts. I don't think it works all that well, but it has a less sterile look than my pixel font, although it's far less readable (Training requires a lot of squinting). It's a lot clearer at lower scales, but I'm not sure I'll pursue that again in later LOWREZJAMs.
The procedural generation works by scheduling a worker to make a certain number of Sokoban layouts. This happens while in the menu and while playing the game, so it should consistently have enough fresh layouts to run without loading. If it ever doesn't load enough, I have pregenerated levels to mix in to fill out the week.
I made this partly to see if I could make a Sokoban that I found fun and, the answer was, no, not really. I would have liked to make the generated levels more varied, but the low playfield size meant that the Sokoban techniques of stitching together different tiles into a bigger puzzle wasn't really feasible, so it's mainly just randomly dropping things down and seeing if they're interesting, and ultimately I didn't have enough time or motivation to make it better.
| Published | 2 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Kevin Hutchins |
| Genre | Puzzle |
| Tags | LOWREZJAM, Sokoban |
| Content | No generative AI was used |





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