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Challenges
Open Source
YouTube Playables
Deploy to Wavedash
GitHub repository url
https://github.com/Insality/robo-dance-jam-2026
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Comments
This is so fun! The audio and the visuals complements each other so well. I'll bob my head with the robot during gameplay!
The problem I faced was the same like the others in the comment section, the planning and preview were disconnected. There is also minimal indications on the direction or incoming threats that are hard for me to plan ahead as there are so much things going on at once. I do hope that the game either leans into the real time or a fix loop with a playback, so I know which cycle I could execute my move.
Great game !
Robo Dance takes a wonderfully weird concept — rhythm meets turn-based tactics — and executes it with confidence. The visuals are sharp, the audio complements the gameplay nicely, and the balance of strategic depth and puzzle difficulty is spot-on.
The only friction point comes from a mismatch between planning and preview. You can map out up to 4 moves in advance, but the game only previews the immediate next move of enemies and the environment. That disconnect led to several frustrating moments where I assumed a move would start from one position, only to find out it didn't.
Eventually, I just stopped planning more than 1 or 2 moves ahead, which undermines the tactical depth the game otherwise does so well.
If the preview system could be extended to match the planning range, this would be a nearly flawless little gem.
The best descriptions of that, thank you! Very like that - “rhythm meets turn-based tactics” :)
Yea, the good preview system will be so-o-o valuable. Sad I didn’t catch it earlier. Thanks!
Have the same problems when I’m playing just 1-2 turns
The mechanics are very fun! The art style and sound effects match perfectly. I finished all 15 levels, and the overall difficulty feels just right. I really love the concept of blending rhythm into puzzle-solving! It took me a little while at first to figure out that I needed to observe the enemies' movements and their action sequences, but once I understood it, the puzzles were incredibly fun. By the way, on Level 6, when I stood completely still, the gears slowly fell down one by one. I'm not sure if that's intended or a bug? Looking forward to more levels and actions in the future!
Thank you! Glad you like it.
About level 6 - yes, I found it very interesting when saws are thrown by enemies, but cannot find the way to loop it somehow esthetically
So “by design” :)
There is so much polish to this game, it’s really incredible that you’ve done this in less than two weeks (giving your first idea was completely different). 15 puzzles which gradually introduce actions and complexity. And the sound design feels much more than just switching between levels of audio.
An excellent game! The controls are simple, yet it offers great strategic depth. Awesome job!
Incredible. It feels like looking at a refined mineral, polished and pure. The design is super clean. Honestly, this is the first time I've ever played a game like this, where you read the situation, plan your strategy, and move to the rhythm, so it felt really fresh to me. That said, because the game is so polished, the weak points stand out more clearly too. The movement hints weren't very intuitive, so I fell about 6 times at the start before getting the hang of it. But there's no doubt this is an excellent game!
Oh, so warm words, thank you so much!
Totally agree about this point about FTUE and instant understanding of the game. Have several options to resolve that :)
Really polished and fun entry! The rhythm-based movement works great with the music, and the whole game has a lot of charm. I especially liked planning the moves ahead and then watching the sequence play out - it makes the puzzle side very satisfying, but sometimes I wasn't able to predict much in the future and ended up doing 1-2 steps and then verifying. If the point of the game would be to plan ahead - maybe some scoring system for longer chains executions or combos would be useful here! The visuals, animations and soundtrack all feel very strong for a jam game. Overall this is a very clever and enjoyable idea!
Thanks, Pawel!
Very appreciated :)
I’m also often tempted to switch to 1-2 actions, since it’s very hard to predict a bunch of entities for the future. It needs better planning, visuals, or simpler levels/mechanics
Outstanding visuals and audio. Especially the fact that the player dances to the bgmusic. But only issue was with the fact that I could freely skip the levels. I feel like players should earn it. It makes it fun.
Yea, you’re true. But I found that it’s also very useful to make games for each viewer, and this is from one aspect. If you just want to see levels, it’s also good (especially for a jam version).
But I agree with that, these restrictions will help to set up players sometimes.
Yes, they need to feel they are achieving something. It's understandable for a game jam.
This feels incredibly polished. The audio and visuals sync together so perfectly. I really enjoyed the turn-based tactics and anticipating the enemies. Great level design too!
This felt really fresh and satisfying to play! The rhythm lined up perfectly with the gameplay, and the graphics were beautiful. I thoroughly enjoyed the puzzle aspect. It really made me think!
Glad you like it!
The visuals and audio sync perfectly, which makes the whole experience feel really polished. The animations are especially satisfying and add a lot to the overall enjoyment. Great job!
This reminds me a lot of Necrodancer. Simple concept but really good execution, and there’s a nice puzzle layer on top of it that keeps it interesting.
Once it clicks it feels really satisfying to play and the rhythm aspect ties everything together well. It doesn’t try to do too much, it just does what it’s going for really well.
Very clean and fun overall.
Oh, the game better be named “Robodancer”, what a mistake!
Yeah, one of my favorite games, probably has some inspirations from it :)
Thanks!
Really solid idea and good game design.
Good graphics, brain tickling gameplay
Fantastic game! I enjoyed being able to plan out my moves while anticipating the enemies. I think it would be great to add a way to remove/replace programmed actions. There were a couple times I didn't anticipate the enemy correctly then had a sequence of running into them over and over until I died.
Thanks! Basically, I allowed editing/adding/removing turns even while the game field is running, so actually you can with a good reaction cancel something and adjust on the fly (there are several hotkeys for movement actions / cancel turns, so it’s also kind of playable from the keyboard).
Wow!
I enjoyed it, it was super satisfying!
man, this has more "feel" and rhythm than the last 10 PAID games I played on steam. AMAZING art and music design. Meanwhile the ui... UMM. wow that's a choice. I think you could have a huge hit here but the method of input isn't how it's going to get there IMHO. or maybe I just don't get it :-(
haha, thank you! Yeah, the feel is pretty good, a lot of time spent here :)
UI is probably a compromise to be one input for mobile/desktop, but I pretty love it while play from desktop
Great level design!!
I’m constantly thinking that my level design is the worst! But probably not so bad at all :) Glad you like it, thanks!
I enjoyed seeing how all the levels are designed. Nice puzzle game!