level 1 spoiler
Can you solve it with a shorter code?

| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #261 | 4.100 | 4.100 |
| Creativity | #594 | 4.150 | 4.150 |
| Narrative | #1902 | 2.850 | 2.850 |
| Audio | #2205 | 3.175 | 3.175 |
| Artwork | #3840 | 3.050 | 3.050 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game is about looping some instructions to solve looping puzzle levels.
(Optional) Please credit all assets you've used
All assets (except font) are original creations by our team.
See the description for full credits
(Optional) What would you like to be called if GMTK features your game?
Oxey405, Ahnaf and RandomCMD
This type of game is up my alley, so I played it to the end. It was good fun, but I do have some critique.
I wish I could see the $SENSOR the way I see other registers. I basically didn't need to use the registers: the reason to use them is loops, but they are more effort to write in assembly than writing move the amount of times you need, and since the robot waits on a non-move command it's faster to do it that way too. If anything, I wish I could just write "move 5" and be done with it. The levels did not actually require behaviour that was that complex.
Anyway, overall you made a great programming game. Reminds me of messing around with turtles in modded Minecraft :)
Hey! Congrats on winning the game without using registers because I can tell you some levels are practically unbeatable without $A, $B and $C… I’m impressed! You can always flatten out conditional jumps but we reasoned it was not worth the effort more often than not… I think we’ll add a score system that will be a mix of number of code instructions, number of jumps and number of lines executed taken total. move <x> was thought of but we decided to go against it for now to incentivize loops. Thank you for playing our game!
I like the idea and the execution. Clean, polished and pretty fun. I suspect that some levels i completed non-intended way but still
I had a lot of fun coding the little robot’s behavior. It’s a great idea, really well implemented. Awesome work!
If I had to give one tiny piece of feedback, it’d be that the number of commands to remember is a bit long. A little reminder on the side of the screen (showing newly learned commands or the last ones used) would’ve been perfect. But honestly, I’m nitpicking!
Really fun! I will def be jumping back in to solve some of the more complex problems since I am rating this late at night.
I saw you post this game in the discord and jumped at playing it (no coding pun intended). I was waiting for a game that interpreted "loop" as it's coding meaning of i.e for/while loops etc. Solving these levels using your own implementation of a compiler/interpreter for basically assembly code was very fun :).
I loved how the different buttons and pressure pads added challenge to the levels. Furthering the loop theme by making the player end up with the correct program counter position and robot orientation for the next loop around the maze was a great idea.
One minor improvement, maybe make it easier to get back to the main menu without having to refresh the whole webpage (there may already be a way to do this but I couldn't find it).
Was an awesome game, congrats.
My game is below if you wouldn't mind checking it out that would be great. It hasn't seemed to have attracted too many ratings so a few more before the rating period deadline would be awesome, thanks.
what the heck this is one of the coolest coding-based jam games I've seen?? most people have block based coding but you guys have your own documentation that has fairly complex capability?? crazy. Really enjoyed playing this! and the sound design is cute :)
I REALLY like this. Programming games are not only fun but also a great gateway. Very BOLD to make one as a jam games, big cojones friends.
My feedback is...
I really liked the sounds, very musically satisfying.
Being able to stop mid-code and apply a different code seems to break the logic of the game since you have to make it loop. Not a deal breaker, just a weird choice to not have the player restart at the start when you execute.
I think you didn't need the manual screen since you had the notes feature in game, plus the tutorial is really good. I wanted to consult the manual in game more than before playing actually.
Iconography is a little flaky. Portals have the same icon for in and out but only change color which may exclude colorblind audiences. Same goes for pressure plates. You can make icons different AND have different colors to have the best of both worlds :D
Hey ! We should probably show it in the GUI but you are not supposed to change the code mid-execution :) We can work on that and making it more logical.
We’ll rework the some textures post-jam if needed. The plates and switches are different but we’ll make sure that everything else is as easy to understand for everyone!
Thank you a lot for your precious and detailed feedback and I’m glad you liked the game! we’ll make sure to improve the game based!
PS : I did work on the sound design and the teleporters’ sprites so I’m the one to blame ’°_°.
This is a surprisingly polished Zach-like for a game jam!
Also would be cool if it can have multiple bots running in parallel (if level design is good).
The presentation here is great! I really liked the well formatted manual and the sounds the instructions make. The code editor is very polished too, having a clear error message and syntax highlighting is very nice. Really my only complaint would be that the program counter rests on the instruction it just executed, and not the one it's about to execute (I'm very used to the latter). I get the feeling I did the last puzzle in an unintended way (I copied the code twice and swapped every true with false and false with true, lol)
Your game is actually polished and fun to play. It got hard quickly, but the hint says otherwise. Good job!
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