Originally posted by: Dahgrow
One big step I had in improving my ability to solve these puzzles was simply learning to see what moves would produce untenable situations. A lot of the time it's not obvious what push will lose you a level, but as soon as I started seeing definite wrong moves it really became a matter of rearranging things until it works. I also really enjoy levels that employ what I have come to think of as "threading," where you have to push a block up through a one tile wide passage, then go around to the other side and push it back down.
On a very basic level, it should be stated that once you push a block into a wall, it is stuck on said wall, and once you push a block into a corner, it is permanently stuck. All the available puzzles work on the premise that one can only push, never pull the blocks (although it would be interesting to see what happen if we changed the dynamics so that one could only pull but never push). Some solutions there are multiple one-way manuvers during the chain of moves required to forge a solution. You start to recognise stuffs but the human mind can only think so far ahead without acting and storing the positions visually. Two complaints, albeit extremely minor ones, one regarding the lack of an undo function. The other being character positioning in relation to moving blocks. On occasion if the character is not properly centered in a lane, one can graze the corner of a block whilst moving around, inadvertantly pushing the block, often requiring a restart. A simple undo memory, even if it's only one move, would have largely prevented such errors. But I am nitpicking. Overall this is a fantastic game even though I am currently nowhere near completion.