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. 7aa9394dea Title: Little Square ThingsGenre: Indie, Strategy, Early AccessDeveloper:gbelo GamesRelease Date: 30 Apr, 2019 Little Square Things Download Uptodown the little things solo square. the little things australia 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.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'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.. Great puzzler for 1 dollar.. i thought this was minecraft 2 very dissapointed 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.. 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. Added a final level. Clearing that level is essentially the (non-100%) win condition.Well, two final levels, really, depending on your version. In the full version, it's "The Gauntlet" and comes as the 111th level. In the free version, it's "The Fauxntlet" as level 31.The prologue and endings are storyboarded but not fully programmed or triggered normally yet. They do exist, though. Most of the level layouts have been made to "fit" their world better. Grass Land levels look more open and sprawling, Spooky Castle Land is claustrophopbic, Cold Land looks more like an arctic environment, Zed Land's got prominent borders, and so on. The levels are functionally exactly the same as they were before, meaning that the solutions haven't changed at all; they just look more fitting. There are sidewalk chalk marks (such as arrows and circles) that you'll see from time to time. The gameplay is still very much "just try it and see what happens" and so these don't really give away solutions, but they'll nudge you a tiny bit at least in some of the early levels. 1-1 and 1-5 are good examples of how they're used.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: 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.. First public Early Access build up for download!: The first public Early Access build has gone live!You can expect pretty frequent updates as development marches on. Keep in touch using the Discussion forums with suggestions, comments, features, and questions.Humbly yours,--gbelo GamesP.S.: A special thanks to the inside testers for the initial support. You're great!. v. "04/20/2019" -- The "not much to say" update: Hardly noteworthy, though some were fan suggestions. You can now move while "fast forwarding" (TAB or button RT by default) by holding a direction. You'll basically zip across the screen, which is good when you know where you're going. Preference for music volume actually saves now. Imagine that! Fixed some issues with the title screen "animation" when invoking and canceling out of the title menu in wonky ways. Fixed some issues with the app icons. Tweaked some of the music in the later worlds.. 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?. ver 03/23/2019 - Slight tweaks: More slight tweaks: Minor graphical improvements, including visible gridlines on water tiles to make many of the levels easier to "visualize" and navigate. Streamlined quite a few levels, especially post-World 3. The solutions aren't necessarily more obvious or simplified, but they're easier to carry out once you've figured out how to solve them.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.. Full version coming... pretty soon...!: Finally! The full version should be available for purchase within the next few days, pending some approvals.The main app will become the full version and a paid product, and what most of you have on your desktops right now will become a demo. The demo will still offer a full 31 levels for free, while the full version has 111.During Early Access, it'll be pretty heavily discounted.You'll see another announcement once it's all live. Happy squaring!
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Little Square Things Download Uptodown
Updated: Feb 27, 2020
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