Push every crate onto a marked square. Use the arrow keys, swipe, or the pad above.
- You can push, never pull — a crate shoved into a corner is stuck for good.
- Par is the fewest pushes the level can be solved in.
- Think before you shove: plan which crate goes to which target first.
Sokoban ("warehouse keeper", Japan, 1982) is a standard test case for planning
algorithms — deciding whether a level is solvable is PSPACE-complete.