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The core gameplay is really fun. Once I realised it was about joining the arrows my puzzle brain took over and I was having a great time. I didn't really get what the icons were on the tiles, and it wasn't clear how the scoring worked, some score pop-ups during gameplay would make it a lot easier to work out how well you're doing. I liked the music and the sound effects. The graphics were really nice, I appreciate the high contrast mode--nice to see a jam entry think about accessibility. Nice transition wipe effect.

I didn't really see how this fit into the robots theme, maybe if the tiles looked like robot parts or something you could pretend you were designing a machine. There desperately needs to be a high score screen! :)

Great entry, lots of fun. I love action puzzle games like this.

(+1)

To be honest it doesn't really anymore, without context. When I first heard robots the only idea that came to me for days was a game where a crane-like robot laid down blocks. I intended to implement this crane-robot in the game. Then decided on a tractor-beam robot which would be explained through "dialogue"  with other worker robots. In fact, the story I came up with would be about working for/on things you don't want to. I was definitely over-zealous going into the jam about how much I could do. 


TLDR; The universe just does not want me to make games with dialogue, story, or any complex system.