About This GameCongratulations, warehouse keeper! You've been promoted!Little Square Things is a Sokoban-like puzzle game. The objective is simple: Move boxes around to cover up some panels. But this isn't your father's warehouse. In Little Square Things, you are the boxes. All of them. All of the Square Things respond to your every move, and so it's up to you keep them coordinated, in sync, and in line. Guide them through a series of challenging (and hazardous!) environments to get those panels covered! It also draws inspiration from games like Brix and Chip's Challenge. From walls to water, from bullets to buzzsaws -- other elements either stand in your way or help you out, depending on your perspective. And different Square Things behave differently. Some follow your commands directly and to the letter, though some slip and slide or laze about until pushed. And some Square Things have to be sacrificed for the greater good. And if that weren't enough, the geometry itself is an obstacle: Boards wrap around, and null spaces literally don't exist. As a master shepherd of sheep and cats alike, you are the Square Things' beacon of hope in these complicated times. New! Enhanced Graphics Adapter (EGA) and SoundBlaster support! With its futuristic 16-color graphics and Musical Instrument Digital Interface, Little Square Things is going to blow you away. So boot up your i386, tinker with your CONFIG.SYS, and crack your knuckles in preparation for that DOS prompt, because it's time to play a game! Also, it's 1991! Reach for the stars! As you nab stars, you unlock more levels. Cover your panels to earn stars, and complete levels under a certain number of moves to earn more. When you revisit a level, though, you'll find it to be familiar but subtly different. It turns out that you've unlocked another goal for the level: collecting star shards. The layout's the same, but the tactics are much, much different. You'll have to be prepared to bend your thinking accordingly. Content! The Free to Play version of the game includes 30 levels. "The Whole Thing" DLC adds another 80. 6d5b4406ea
English
the little things australia square. the little things solo square. little square things I've been following the development of Little Square Things for a long time; and it feels like a game from another era in the very best way. It takes me back to the past of PC puzzle-gaming in all the right ways too with plenty of personality, and the extra layers of polish and replay make this title well-worth a second look (or third, or fourth\u2026) Recommended for anyone, especially if "BoWEP" means anything to you.. hellow! i know game makeing guy „gebelo game” manyy ears. „geblo games” is a good man. i fine very man. he must not be judgd too harshlee for the game „littel squart things”. never!!!! he has rtied very hard for many decades for make thw game, therefor, the game had many thing,s and sqares. there are obstac les to fight and win towards and stars to collect for pints. vary channegling and nostalgia. yoyu may become enraged, by the devilisch resistanse of this game. it will not let winning, and maybe you will dying but druing all time the l;ittle squar will look at you, inquiring, jodging, perhaps thinkings, „why this ♥♥♥♥♥ ♥♥♥♥ ♥♥♥♥♥♥♥♥♥♥♥♥ so bad at ♥♥♥♥ing game ?” or „i am make of smaller sqyares, i am „retroe square” of pixle, where dos it end?”. permhaps it does not think. only look at youri n silent dispair at your incompetant boobing. or may be, you are a beatiful winning guy ? this is op to you and brain. ver 03/12/2019 - Slight tweaks:
That's it for now.. DLC de-listed from purchase -- for now: Until the DLC is verified to work (i.e. to unlock the next 80 levels), the option to purchase it has been disabled. Again, although this is an Early Access game, it's not exactly fair to purchase something only to find out that (at least at the time you purchased it) it's literally nothing other than a checkbox on your Library page. It's sort of like a pre-order, but still... nah. We still don't want to do that. If you've already purchased it, your license will still be valid when it's verified working and released into the wild again. Not many of you are affected by this, but if you are and would like a refund we'd be happy to accommodate.. v. "04/09/2019" -- The "it's been a little while" update: It's been a little while. But long enough of a while that this this list may not be comprehensive.
Top priority will be figuring out how free+full will be offered: as F2P+DLC or demo+paid. Really depends on some Steam logistics. Happy squaring!. ASK THE AUDIENCE: Controlling the game speed... more obviously. : tldr: Speed and speed controls need to be made more obvious In watching some Let's Plays, it seems like folks sometimes get stuck on levels where you need to take things slowly and carefully. Take 3-10, where the goal is basically to solve the level in 11 moves, at which point the Buzzsaw's gonna wreck a Crate already sitting on a Panel, causing you to lose. Now, it can be played like an "action" level, where reflexes and speed come into play. It's even possible to complete it on full speed. But that's not necessarily the intent. If you think an action/reflexes-based approach is your only option, your game experience is artificially limited. You don't know what tools are in your toolbox. The thing is that you have control over the game's speed. Dynamically, within the game. You can speed it up. You can even hold a button to fast forward in case you're waiting for a bullet to destroy a pile of rubble or something so you can press forward. You can also decrease the speed to the point that the game runs turn-by-turn. Or, turn-based or bullet time or whatever you'd like to call it. Bullets and buzzsaws will pause and wait for you to make a move. You can stop and think about every single move you make. You can even "pass" a turn and just wait a frame by pressing SPACE or button A. You can take those 11 moves one at a time if you want. Speed up by pressing > or button RT, down by pressing < or LT. The thing is that the only hints that you can do this are (a) that there's a little icon in the HUD showing your speed, and (b) the "How to Play" screen shows speed up/down controls. This needs to be fixed. For one thing, the HUD is going to be more apparent in what speed you're at, and that there are actually multiple speeds. Make it larger, give it a speedometer of sorts to convey that speed can change. For another thing... well, that's where you and I have some options:
I'm keen on option 1. Any other thoughts? What have you seen that works? I'd love for us to make this game the best and most accessible it can be. ... also, I need to implement the ability to remap controls. That's coming.. v. "04/20/2019" -- The "not much to say" update: Hardly noteworthy, though some were fan suggestions.
Just wanted to give a quick but well-deserved thank you to those who've given the full game a go, whether you bought it or were grandfathered in. The reception has been humbling. If you've enjoyed the game so far, please consider writing a quick review. It would be a tremendous help in keeping development progressing. I also highly welcome continued feedback on the Steam forums, announcements, and discussion posts. We're still in Early Access, so there's plenty to help shape! Even the most minute suggestions have had a great impact -- a little usability tweak here, a little graphical fix there, and perhaps a couple of pruned or tweaked levels help polish the experience. (Wild and crazy suggestions are still more than welcome, because of course they are.) And if you've just stumbled upon this game's page, I invite you to check out the demo. It will evolve just as the full game will. The three new short trailers also help give you a picture of what the game's all about. Happy Squaring!. v. "04/14/2019" -- Some Shard Stars' tweaks and slightly more: To grab the third star in the level, you've got to get the first one and then revisit. For these stars, ideally,
That's the design goal of the Shard Star: an interesting twist on the existing level. You know, something that's (a) interesting, and (b) a twist. There were a few levels where that whole thing could be improved. So it was improved. Most noticeable in levels 2-9, 3-6, 3-10, 4-4, 6-7, 7-3, 8-2, 9-6. Some levels' values for Par Stars were also balanced, mostly with more relaxed move requirements. Also, squares look in the direction they're moving. It's actually ever so slightly helpful. Next on the horizon:
Happy squaring!. ver 03/16/2019 - A pretty big music update: New music for Worlds 2 and 3. And others! There are seven tracks in total so far. One or two (or seven?) are still rough around the edges. The tracks that were used in Worlds 2 and 3 are now used later in the game. But if you're impatient for a working DLC and want to listen to those tracks now, try Features > Music Test.
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