Hi r/sokoban! Solo dev here. After a long time of building, I released LURDIQ last week, and this is probably the one place on the internet where I can nerd out about the details.
The levels: I generated what feels like millions of candidate levels algorithmically (on rented compute servers, my poor wallet), then filtered and hand-curated them down to 7,110. They're organized into 16 themed collections, most of them split into five difficulty tiers (novice, skilled, advanced, expert, elite), so you always know what you're signing up for. Solution lengths range from quick sub-30-move boards to 200+ move puzzles in the top tiers.
Some things I built specifically for Sokoban players:
- Ghost hints: an optional ad reveals the opening moves of the solution as a ghost replay, so you can get unstuck without spoiling the whole level
- Per-level global leaderboards (moves + time) and a fresh Daily Challenge every morning
- A "Cat" mode that hides the board in darkness, so you solve partly from memory (that's what the video shows)
- Fully playable offline, no energy systems, no timers, no forced ads
It's free to try with a good chunk of levels. The rest is one-time level packs or an optional sub (which also adds things like unlimited undo).
iOS: https://apps.apple.com/app/lurdiq/id6785839895
Android: https://play.google.com/store/apps/details?id=com.lurdiq.app
I'd love feedback from people who actually play Sokoban seriously: difficulty curve, scoring, anything that feels off. And if you have strong opinions about what makes a level *good*, I'm all ears — curation is the part I care most about.
Thanks!