Ikebana Dones and the Great Adventure

Ikebana Dones and the Great Adventure

Made by Superposition NULL

Somewhere under the desert lies a temple full of locked rooms and someone has left flowerpots in every single one.

A puzzle game of small rooms and large consequences. Every chamber fits on a single screen: collect all the pots, then reach the door. Simple, until you meet the tenants.

Mummies sit still and get in the way. Spiders watch four directions at once and never miss. Snakes wake up the moment you pick up the last pot. Skeletons and ghosts come after you.

You have one tool: a shot. The first hit freezes a creature where it stands; the second finishes it off. The trick is knowing when not to fire twice: a frozen creature can be pushed, floated down a current as a raft, or parked in exactly the square that saves your life.

Made a mistake? Turn the crank. Time rewinds move by move, including past your own death.

No combat, no reflexes, no luck. Just a room, a plan, and the growing suspicion that you pushed that crate one square too far.

Nikolai Zharkov; Fedor Zharkov; Anastasia Rumyantseva; Artem Suleimanov

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  • 8.9 MB.
  • First published 09/15/2026
  • This game's developer created it without the use of generative AI.
  • Ikebana Dones and the Great Adventure is a puzzle game we think is appropriate for everyone. It has a light adventure setting: exploring ancient chambers, avoiding traps, and outwitting monsters such as mummies, skeletons, ghosts and spiders. The art style is cartoon-like 1-bit pixel art. There is no blood, gore, or realistic violence. Creatures are briefly paralysed and then simply vanish from the screen. The game contains no profanity, no sexual content, no substance use, and no gambling.
  • This game uses the D-pad and the A button. The crank is optional: turning it rewinds time, which also undoes your own death, so mistakes never cost you progress. Any level can also be restarted instantly with Restart level in the side menu. Play is grid-based and turn-by-turn: you can stop and think for as long as you like before each move, and most puzzles have no time pressure. A few puzzles do involve timing, for example, crossing water before your footing sinks, but these are short, and the rewind means a mistimed move costs nothing. No audio is required to solve puzzles; the game is fully playable with sound off. Graphics are high-contrast black and white, and all game objects use distinct silhouettes rather than color or shading to tell them apart.
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