I was on the fence when I played the demo but kept thinking about it and eventually bought it on sale and have been mostly loving it. However I have some problems with it that prevent me from recommending it to everyone. I also have a EXTREMELY LOW-SPOILER tip to address people's biggest complaint, something that is not explained at all in the game. If you decide to get it please read this tip because once I figured it out it made the experience much more enjoyable. THE GOOD The game's strength is its art, music, and overall vibe. That's the part I couldn't stop thinking about. But you can see all of that. It's open-world sokoban, which shockingly I don't think I've ever seen before. There is heavy emphasis on exploration and many hidden optional secrets that are very fun. Very much aping link's awakening, but not ripping it off. No text in the game (although I haven't finished it yet) but communicates its concepts well enough. During the game you wander around various islands and each screen has sokoban puzzles to complete. Your goal is to gather stars and other collectibles that unlock new paths and abilities and can even change the puzzles themselves. There are more of the collectibles than you need to complete each goal, so while some are required to progress you don't have to complete every single puzzle in the game, which is welcome because some are very very hard. THE BAD I play a LOT of sokoban games. I love them. I am a sokoban fiend, and I want the hard ones. I hate to say it, but I find the actual sokoban to be the weakest part of this game. The puzzles aren't BAD, clearly I'm enjoying them because I've played for almost 20 hours (although some of that might have been that I left it open while watching a movie). But there are some things about them that make them confusing in a bad way. First, I need to give you a tip on how to get good at sokoban. You work backwards. "I need to do A which I can clearly see requires me to do B and then C, and right now I have options XYZ. Doing X or Y first cannot work because they prevent me from accomplishing C, thus I must do Z, Y, X, B, C, A". You assemble a decision tree in your head and repeat this process eliminating options until you come to the solution. In very well-designed sokoban games, the designer comes up with the solution and blocks you need to use to accomplish it, and eliminates all other possible routes by adding obstacles until it's complex enough to be a good challenge. But there are many things in THIS game that make this line of reasoning difficult. If there is one thing I really hate in sokoban it is red herrings. Meaning elements that are present that aren't required to complete the objective. Rather than an obstruction that prevents you from doing something, they are a distraction. Another way to reduce possibility space in these games is when you know that you every block you can move is going to be part of the solution. Red herrings confuse this a huge amount because they add many many options that are totally redundant, but those options also don't prevent you from doing anything so it is difficult to exclude them from your decision-making. Instead of "I can do XYZ" it's "I can do QRSTUVWXYZ" but you don't even know how many of them are relevant. But you still have to consider all of them. Even if the puzzle is VERY simple, adding a bunch of interactable clutter to the screen will make the same easy puzzle confusing because there are so many options, and not in a fun way. Now Isles of Sea and Sky doesn't have red herrings on purpose. But the problem is that there are many, many cases where there is more than one puzzle on one screen. There will be multiple things to collect, and you need to use the available blocks and elements to collect one thing, then reset and use the same things in a different way to collect another. This is an interesting idea, and it is VERY impressive puzzle design. It must have taken a lot of work because it is very intricate and having so many options creates a gigantic possibility space that you need to control and restrict. But I don't think I like it. The issue is you don't always need every element for every individual puzzle in the room, so they have created red herrings. You need to think about each puzzle seperatley, so all those elements that are only used for the last puzzle add to the possibility space which adds dozens and dozens of routes you could take, all but one of the routes leading you nowhere. It's especially bad when you're coming back to a puzzle two days later and can't remember what the water block was used for. The problem really arises from the fact that you need to reset the room in order to complete everything. I think it would have been a better game if there were one puzzle and one thing to get per screen, never requiring a reset. The most obvious problem is they included zelda/metroid elements where you unlock new abilities. This IS fun and unique, but it also means you will encounter puzzles that you can't complete yet. Sometimes it can be obvious, but sometimes not. Sometimes you can complete PART of the puzzle but not another part. Either way it adds to your mental load each time you walk into an area and have to think "okay do I have what I need for this? Maybe I can get the star but not the gem? Maybe I can't do anything?" Plus, you don't know what the powers you get will be before you get them. This is a fun surprise, but it also means you don't know what you can't do. So you will often be stumbling around with puzzles that are impossible until you give up and try something else. This is the main thing people are complaining about in the reviews, as it is a big early-game problem. THE TIP: Once you have unlocked the skills this is no longer an issue obviously. It isn't THAT hard to do so it isn't so bad, but it isn't obvious. To get to this point; find the statues on each of the six big islands. There is something there that you can always get right away in that room right away that is very important. Once you get to the statue, you will need some number of gems from that island to activate it which will unlock something else. At this point you can ALWAYS solve the puzzles that give you the gems you need to activate the statue. That is the ONLY purpose of the gems, and there are more gems available than you need. Find the easiest ones and unlock the statue, and once it is active you can ignore the rest. Most of the puzzles on that island will now be solvable, there is one unique special power on each big island that is harder to get and will open up a few more things. I got them all but I don't actually know if they are required to beat the game. A less serious problem is there are always several islands available to you at any given time that all have many puzzles open to you. This is a blessing and a curse because if you can't figure out one puzzle there's probably another one you can try, but it can also be overwhelming when there are six different islands with three unsolved rooms each, and each of those has two sub-puzzles in it. The islands have icons over them telling you what is there that you still haven't collected, so you can at least tell if you've gotten everything. However since you don't actually need to collect everything it can end up feeling like clutter because the last puzzles can be very hard and maybe not worth the fifteen minutes it can take to solve them if you're stumped and don't need more stars, so you will probably have a bunch of islands sitting unfinished. Overall I think it's good and worth playing but people who aren't Sokoban fiends like I am will probably have a very hard time with it very early on. You will probably find yourself getting confused and hitting a wall. But maybe not! 3 out of 5 stars for great art and originality.