About This Game Congratulations, 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. 1075eedd30 Title: Little Square ThingsGenre: Indie, Strategy, Early AccessDeveloper:gbelo GamesRelease Date: 30 Apr, 2019 Little Square Things Download Licence Key the little things solo square. little square things. the little things australia square Great puzzler for 1 dollar.. 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.is recoomend. please play nice game by nice „geblo mann” game making guy. please not to slice his throt nor pinch his as for hardgame. he just wishes for all, to acheive thier ultmost. this end my reviw. goodby. i thought this was minecraft 2 very dissapointed. 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.. 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…) Recommended for anyone, especially if "BoWEP" means anything to you.. 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. THE FULL VERSION IS HERE: The full version is now live! Square like you've never squared before in 111 whole levels!More good news: Testing seems to indicate that if you had the game in your library already, you got upgraded to the full version for free. If you did -- well, enjoy!Note that it's still in Early Access, which means that it can still greatly benefit from feedback! Most updates and patches will be pushed to both the full version and the demo at about the same time.. FEEDBACK REQUESTED: Technically, a change to the pricing structure? Maybe?: Right now, LST is offered as a Free-to-Play title with 30 levels unlocked, with the full game unlocked via a paid DLC that adds an additional 80 levels. During Early Access this paid content is discounted.I'm mulling over changing that to an LST Demo with 30 levels unlocked, with the game itself as a paid product that adds an additional 80 levels. During Early Access this paid content is discounted.In no way is this intended to be a "bait-and-switch." The way I see it, it's functionally exactly the same thing. But I may not be seeing everything, and that's where you come in. If there are other insights out there, I'd really like to know.Here's my take. There are some advantages to "demo + paid game" vis-a-vis "F2P + DLC": It's a more natural fit. DLC is meant mostly for premium content, additional features, expansion packs, and so on -- expansions, not as prerequisites for the basic game experience. It's much easier to release into the wild, even as Early Access. And rather than messing with DLC at all, at least for right now, focus can be placed on developing and releasing content. It's easier to control the pricing. It's much more simple to provide, say, Early Access discounts for a paid base game than for a paid DLC. Zero-day release DLC is understandably just a huge turn-off, even for F2P games. Gotta admit that this would also put the full game up-and-center, where DLC sorta hides it. Things that are showcased have been for the full game, showing off levels that aren't in the first 30. That content is worth showing off, but it's much less palatable to say "oh by the way that stuff is in the DLC."Disadvantages: Technically not labeled as Free to Play anymore within Steam. It'd be listed as a "game with a demo" or something like that, which isn't as enticing and possibly not even as marketable but that's fine. Others that I hope that I'm not missing but would welcome some feedback if there are.DLC is of course an option in the future, but it'd be for what it's intended for: expansion of the base game.There are some logistics behind pulling that change off. It may or may not be possible to reorganize anyway. But before the game gets to that point, even, I'd highly welcome some feedback.Thoughts? Questions? Concerns?. As if Sokoban weren't enough...: While we're concentrating on the main Little Square Things game, we're also keeping an eye toward other game modes to include in the future, more than likely post-release. There have been some good ideas and some bad ideas in the hopper. Here's one that hasn't yet been a victim of the chopping block.Think "basically The Incredible Machine" as a layer on top of "basically Sokoban." Here's how it would work. Start with a partially constructed level and an inventory of parts, such as walls, switches, or even Square Things. Place some parts to make the level (hopefully) possible to clear. Then, play your level and clear it! If you can't clear it, just head back to the drawing board. Either way, play around!The concentration here would be less on solving a puzzle, and more on designing your own solutions. There's no one solution; more a whole solution space. There would be room for exploration, creativity, and replayability.Early Access is a place to bring up ideas and give you, the gaming community, the chance to help shape the games on the whole. This is the earliest of the early.And here it is in Sharpie.. 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: Overlay speed controls on 1-4, the first level in which some things (Ice Cube) move automatically depending on game speed. Maybe also a few other early levels, such as 2-1, where you first encounter Bullets. The only problem is that you can skip levels, but then again chances are that you won't skip 1-4 at first. Put a Bullet bouncing around in 1-1, out of the way, to demonstrate that some things move automatically. Possibly also with an overlay of movement controls. A dialog box along the lines of "hey you can control your speed". (Not my favorite option, because we'd rather show than tell. 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.. Thank you!: 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!. Quick patch: version "02/28/2019 ... etc": A few changes, some substantial, some not. It's with a heavy heart.. or something.. that we announce that Steam Achievements no longer grant Stars for level progression. It's a decent idea, and it actually worked pretty well, but there are some logical and logistical nightmares there.For one, if we think of a hundred cool things that would be worth granting achievements for, we would have to rebalance the game progression: figuring out when achievements could be earned vs. stars needed to unlock new worlds, and so on. For two, it doesn't allow room for growth in other potential game modes, or even in new level packs. Everything would have to be tied to the main game. For three... not that this is your problem, but the code behind it was a mess. Especially in making sure that earning achievements didn't actually depend on Steam running, but making sure that the list in-game and the list on Steam were consistent, and being able to sync achievement unlocks to Steam later and.. yeah.Achievements will still be tracked and will be listed in some in-game stats summary page, along with progress in the main game and other game modes too. You can just think of achievements as a separate set of collectibles. (Other game modes and level packs would have their own collectibles too.)It's a bit harder to advance to new worlds, because some achievements (and therefore some stars) were "gimmies." You'd get a star just for showing up. You'd get another star just for getting a star. And so on. But the number of star requirements for each of the world were based on the "normal" stars anhyway. Menus dynamically resize, so long menu options don't get botched graphically.. So... hooray...? Fixed an issue to do with the turn-based gameplay and automatic time advance. When not in "Bullet Time" speed, the game advances the clock automatically. But if you'd issued a command to move right when the game was just about to take a turn for you, you'd basically take two turns in a split second. That would mess with timing, because you might, say, have a bullet move two spaces when you'd expected it to move one. Now, there's a "buffer" around when you take a turn so that that doesn't happen. It plays much more fairly.By the way, you can use the keys < and > (buttons LB and RB) to adjust the speed and you can hold TAB (button RT) to fast forward. Other small things.. The DLC's up. But PLEASE read before checking it out!: Full disclosure.The DLC has been released, but keep in mind that it's DLC for a game that's still in Early Access. The base game may have bugs associated with reading the DLC in the first place.We'd recommend holding off on purchasing until it's confirmed to, you know, actually work.. Quick patch: version "02/21/2019 21:45:44": Version "02/21/2019 21:45:44" (on the BIOS) is up. It'll be 22:03:03 for insiders.A few minor changes/fixes: Increased the difficulty of a few of the Shard Stars (the "third star" that becomes available when a level is cleared). See 2-3, "The Squareshank Shapedemption", for one example.One reason for this is that, in some levels, the shards might be way too easy to collect because the level layout doesn't call for any sort of challenging ways to place them. Easy is fine once in a while, because some levels are hard enough that clearing them in the first place makes you deserving of more stars. And a break!But there shouldn't be many cases of "just enter the level again and grab the shards because they're just right there," because that would defeat the purpose. Fixed a crash that occurs clearing 3-10, because 4-1 doesn't exist in the "shareware" version. If you encountered this, the game shouldn't think that you're on 4-1 any longer, and you should be able to play again. Please leave a comment if it still does. Removed the splash screen, because the DOS bootup screen is basically one anyway. Credits and "Special Thanks" will be given in-game soon. On selecting "Play", the game now takes you straight to the last level you were on... at least for now. Because loading the level select screen too quickly after just launching the game causes crashing, and we haven't pinpointed the issue just yet. We'll be fixing it "for real," of course, but in the meantime you we think you should have as bug-free an experience as possible. Plus, you're getting to the action a fraction of a second earlier! Clearing a level takes you back to the Level Select screen, with the next level highlighted. This is more intuitive than the "Where next?" menu while also giving a clear-cut way to allow you to re-enter a level, or choose another one, pretty quickly.Making sure that the game is actually playable -- cutting out those crashes -- is still top priority. We don't want to release any paid content until those are fixed. Because even though we're still in Early Access, it's simply not fair to pay for something that doesn't work like it should.There will be incremental updates even when those aren't fixed, though, because we don't want to hold back what will at least be in the free version. In the works are some graphical updates and music. Along with some of your feature suggestions... so keep those coming!
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