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Puzzle Box

Puzzle Box thumbnail

Game Details

Puzzle Box is a Sokoban-style puzzle game set on an infinitely repeating grid where you push boxes to targets to complete each level. Navigate through 20+ challenging puzzles with unique layouts. The world wraps around at the edges, allowing seamless movement from one side to the other. Push boxes horizontally and vertically to reach target locations. Features multiple box types, gates, rubble obstacles, undo system, and infinite grid wrapping mechanics.

Genre: Logic

Category: Puzzle

Platform: Browser

HOW TO PLAY

CONTROLS: - Desktop: - W Key / Up Arrow: Move up - A Key / Left Arrow: Move left - S Key / Down Arrow: Move down - D Key / Right Arrow: Move right - Z Key / Backspace: Undo last move - X Key / Space Key / Enter: Enter level / Confirm action - R Key: Retry current level (reset to beginning) - P Key: Pause/Resume game - N Key (with Shift): Next level - B Key (with Shift): Previous level / Back - Mobile/Tablet: - Touch controls not explicitly implemented (keyboard-focused game) BASIC MECHANICS: 1. Movement System: - Grid-based movement (one tile at a time) - Four-directional movement: Up, Down, Left, Right - Movement controlled by WASD or Arrow keys - Movement is discrete (one grid space per input) - Player moves instantly to adjacent tile 2. Box Pushing: - Push boxes by moving into them - Boxes move in direction player pushes - Boxes cannot be pulled (only pushed) - Boxes blocked by walls, other boxes, or obstacles cannot move - Box pushing creates movement history for undo 3. Box Types: - Standard Box (b): Can be pushed in all directions - Horizontal Box (-): Can only be pushed left/right - Vertical Box (|): Can only be pushed up/down - Bidirectional Box (+): Can be pushed horizontally and vertically - Box type affects available push directions 4. Infinite Grid Wrapping: - Grid wraps around at edges (infinitely repeating) - Moving off right edge appears on left edge - Moving off left edge appears on right edge - Moving off top edge appears on bottom edge - Moving off bottom edge appears on top edge - Boxes wrap with player movement - Wrapping applies to all game elements 5. Target System: - Target tiles (t) mark where boxes must be placed - Each target corresponds to specific box - Targets numbered (1, 2, 3, 4) for identification - Multiple targets possible per level - Complete level when all boxes on targets 6. Walls: - Wall tiles (#) block movement and box pushing - Walls cannot be moved or destroyed - Walls create maze-like puzzle layouts - Strategic wall placement defines puzzle solutions 7. Gates System: - Gate tiles (g) require specific number of boxes to pass - Gates block movement until requirement met - Gate requirements: P[0], P[1], P[2], P[3], etc. - Boxes counted: Xb variable tracks boxes on targets - Gate unlocks when box count requirement reached - Some targets require gate unlocking first 8. Rubble Obstacles: - Rubble tiles (r) block movement - Rubble may be removable or permanent - Rubble affects puzzle layout and solutions - Navigate around or clear rubble paths 9. Target Progression: - Targets unlock based on completion count - Some targets hidden until requirements met - Target numbers indicate unlock order - Level progression gates unlock new targets 10. Level Selection: - Level select screen (level 0) - Browse available puzzles - Select puzzle by number or name - Level indicators show completion status - Completed levels marked with checkmark (✓) - Incomplete levels marked with exclamation (!) 11. Undo System: - Undo last move with Z key or Backspace - Undo stack stores move history - Undo restores previous game state - Undo includes player position and box positions - Undo history limited by move count - Undo disabled when no moves available 12. Retry System: - Reset level to beginning with R key - Retry clears all moves and resets positions - Retry restores original level state - Useful when puzzle becomes unsolvable 13. Completion Detection: - Level complete when all boxes on targets - All targets must have corresponding boxes - Completion triggers level transition - Completion saved to localStorage - Completion status tracked per level 14. Level Progression: - Progress through puzzles sequentially - Next level unlocks after completion - Level numbers: 100s series (tutorials), 200s, 300s, 400s - Final level leads to victory screen - Total 20+ puzzles available 15. Puzzle Names: - Level 100: "A Wrapping World" - Level 101: "Infinite Inlet" - Level 102: "Hallowed Hallway" - Level 103: "Girded Grid" - Level 200: "Straight Spiral" - Level 201: "Crowned Conundrum" - Level 202: "Twisted Terrace" - Level 203: "Continuous Corridor" - Level 204: "Grandiose Garden" - Level 300: "Sift & Shift" - Level 301: "Cornered Contraption" - Level 302: "Zealous Zigzag" - Level 303: "Irregular Infrastructure" - Level 304: "Enchanted Encagement" - Level 305: "Riddle Raster" - Level 306: "Locked Loungerooms" - Level 400: "Rubble Rundown" - Level 401: "Quality Questions" - Level 402: "Swirling Stars" - Level 403: "Box Breakout" - Level 404: "Edge Not Found" - Plus tutorial/starting level 16. Visual Themes: - 5 different visual themes available - Themes: Sketchbook, Scratchpad, Golden Ticket, Ikaniko, BackFlipped - Each theme has unique color scheme - Theme selection in pause menu - Theme saved to localStorage 17. Pause System: - Pause game with P key - Pause menu shows options - Resume to continue from pause point - Pause menu: Resume, Audio toggle, Reduce Motion, Theme selection, Back to Level Select 18. Sound System: - Sound effects for game actions - Move sound: When player moves - Push sound: When box pushed - Blocked sound: When move blocked - Success sound: When level completed - Undo sound: When undoing move - Retry sound: When retrying level - Pause sound: When pausing - Enter sound: When entering level - Victory sound: When all puzzles complete - Audio toggle with M key or pause menu 19. Reduce Motion Option: - Option to reduce animations - Helps with motion sensitivity - Toggle in pause menu - Setting saved to localStorage 20. Move History: - Tracks move sequence as string - Move notation: u (up), d (down), l (left), r (right) - Uppercase for box pushes (U, D, L, R) - Lowercase for player-only movement - History used for undo functionality - History displayed in debug/visual feedback 21. Visual Feedback: - Screen shake on blocked moves (Wa, Xa offsets) - Smooth animations for transitions - Fade effects for level transitions - Visual indicators for targets and boxes - Completion checkmarks on level select - Incomplete indicators on level select 22. Grid Coordinate System: - Grid uses x, y coordinates - Coordinates wrap using modulo arithmetic - Wrapping function: kc() handles edge wrapping - Wrapping preserves relative positions - Grid size determined by level layout 23. Box Positioning: - Boxes positioned on grid tiles - Boxes cannot occupy same tile - Boxes stack when multiple boxes present - Box position stored in O array - Box shift property indicates type 24. Player Positioning: - Player positioned on grid tiles - Player position stored in L object (x, y) - Player cannot occupy wall or box tiles - Player wraps with grid system 25. Level Layout: - Levels defined as ASCII strings - Characters represent game elements: - p: Player starting position - b: Standard box - -: Horizontal box - |: Vertical box - +: Bidirectional box - t: Target - #: Wall - r: Rubble - g: Gate - .: Empty floor - 1, 2, 3, 4: Target with specific ID - Layout parsed to create game state 26. Target Counting: - Xb variable tracks boxes on targets - Count incremented when box reaches target - Count used for gate unlocking - Count determines target visibility - Count displayed in target indicators 27. Rendering System: - Canvas-based rendering - Sketched/hand-drawn style graphics - Multiple canvas layers for elements - Smooth animations and transitions - Parallax/wrapping visualization - Theme-based color schemes 28. Save System: - Level completion saved to localStorage - Key: "enf-l" stores completion string - Theme preference saved: "enf-c" - Audio preference saved: "enf-a" - Reduce motion saved: "enf-r" - Current level saved: "enf-t" - Progress persists between sessions 29. Level Transitions: - Smooth fade transitions between levels - Level loading animation - Transition timing: Jb (4 seconds) - Visual feedback during transitions - Level name displayed during transition 30. Victory Condition: - Complete all puzzles to see victory screen - Victory message: "Victory! Thank you for playing!" - Final level: y.length - 1 - Victory sound plays - Game completion acknowledged STRATEGIC TIPS: - Wrapping Strategy: Use infinite grid wrapping to your advantage. Wrapping can create shortcuts and alternative paths for box movement. - Box Type Awareness: Understand box type restrictions. Horizontal boxes only move left/right, vertical boxes only move up/down - plan accordingly. - Gate Planning: Plan box placement to unlock gates. Some targets require unlocking gates first by placing boxes on earlier targets. - Undo Usage: Use undo strategically when moves lead to dead ends. Undo allows backtracking without full retry. - Push Planning: Plan push sequences before executing. Pushing boxes into corners creates unsolvable situations. - Target Prioritization: Identify which targets to complete first. Gate requirements may dictate target order. - Rubble Navigation: Plan paths around rubble obstacles. Rubble blocks movement and affects routing. - Wrapping Shortcuts: Use edge wrapping for efficient box movement. Wrapping can reduce total moves needed. - Box Stacking: Avoid pushing boxes into positions that block other boxes. Box stacking limits movement options. - Pattern Recognition: Learn common Sokoban patterns. Recognizing patterns helps solve puzzles faster. ADVANCED TECHNIQUES: - Wrapping Mastery: Master infinite grid wrapping mechanics. Advanced players use wrapping creatively for solutions. - Box Type Optimization: Optimize box type usage for efficiency. Understanding restrictions enables better solutions. - Gate Unlocking Strategies: Develop strategies for gate unlocking sequences. Gate requirements create puzzle dependencies. - Minimal Move Solutions: Find minimal move count solutions. Efficient solutions demonstrate mastery. - Undo Optimization: Use undo efficiently without wasting moves. Strategic undo usage improves puzzle solving. - Pattern Memorization: Memorize common puzzle patterns. Pattern knowledge accelerates solving. - Multi-Box Coordination: Coordinate multiple boxes simultaneously. Managing multiple boxes requires planning. - Deadlock Prevention: Recognize and prevent deadlock situations. Deadlocks make puzzles unsolvable. - Wrapping Exploitation: Exploit wrapping for complex solutions. Advanced wrapping techniques enable unique solutions. - Completion Mastery: Master all puzzle types and mechanics. Complete mastery demonstrates puzzle-solving expertise. WINNING AND PROGRESSION: - Level Completion: Complete individual puzzles to progress. Each completed puzzle unlocks next challenge. - Puzzle Mastery: Master all 20+ puzzles. Complete puzzle collection demonstrates skill. - Minimal Moves: Solve puzzles with minimal moves. Efficient solutions show optimization mastery. - Completion Tracking: Track completion across all puzzles. Full completion represents ultimate achievement. - Theme Collection: Experience all visual themes. Theme exploration adds variety to gameplay. - Strategy Development: Develop personal solving strategies. Effective strategies improve performance. - Pattern Mastery: Master puzzle patterns and mechanics. Pattern mastery accelerates solving. - Gate Mastery: Master gate unlocking mechanics. Gate mastery enables complex puzzle completion. - Wrapping Mastery: Master infinite grid wrapping techniques. Wrapping mastery enables advanced solutions. - Victory Achievement: Complete all puzzles to achieve victory. Victory represents complete puzzle mastery. Enjoy solving Sokoban puzzles with infinite grid wrapping mechanics!

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