Ziggy Zapper and the Robot Factory by LDJam user 2042

Goal: Destroy the robot factory!
Compo entry, made in 48 hours.
Controls
- WASD: Move
- J: Action
- K: Cancel (control your guy again if you were controlling something else)
- M: Music control (change track or stop)
Alternate Controls
- Arrows: Move
- Space or Enter: Action
- Escape: Cancel
- Z: Action
- X: Cancel
Tips
- If you aren't sure how to destroy a robot factory, maybe start by exploring.
- There are 20 triangle keys, one in each room. For an extra challenge, try finding them all.
- Blue rooms on your minimap are rooms where you haven't found the triangle key yet.
Tools used
- Code: Emacs
- Art: Aseprite
- Audio: Ableton Live
Tested and working on Chrome and Firefox. Audio is weird on Safari.
Enjoy!
Note 2026-05-09: I've just noticed I messed up my source code upload.
I'd been using CLI "zip" to make and upload the zip file, but it doesn't make a new file, it just adds any new paths. So I ended up uploading a source zip that didn't build.
I've just today uploaded the right file. The game itself hasn't changed.
Hope I'm not disqualified but I'm adding this for full disclosure in case I am ¯_(ツ)_/¯
| Link | https://foon.uk/farcade/ld59/ |
| Link | https://foon.uk/x/ld59src.zip |
| Original URL | https://ldjam.com/events/ludum-dare/59/ziggy-zapper-and-the-robot-factory |
Ratings
| Overall | 3th | 4.412⭐ | 36🧑⚖️ |
| Fun | 3th | 4.368⭐ | 36🧑⚖️ |
| Innovation | 21th | 4.029⭐ | 36🧑⚖️ |
| Theme | 23th | 4.338⭐ | 36🧑⚖️ |
| Graphics | 29th | 4.221⭐ | 36🧑⚖️ |
| Audio | 22th | 4.088⭐ | 36🧑⚖️ |
| Humor | 99th | 2.897⭐ | 31🧑⚖️ |
| Mood | 49th | 3.894⭐ | 35🧑⚖️ |
| Given | 20🗳️ | 25🗨️ |
Super interesting puzzles although I do wish I could skip some of the rooms if I already did them. :sweat_smile:
It took me a while to correctly interpret the moving platform as something i could send my signal to, I got too used to the small robots.
When I went to room 1,2 from the right side something exploded and I don't know what.
Sadly I could only find 18 pieces... 3,3 and 3,4 still elude me... would have been nice if I could have continues after beating the game to get them still!
Super creative work and especially having 20 good! puzzles with all these mechanics in just 48 days is amazing! Great job!
The music tracks are great, the graphics are nice, and the game plays very well. You've got helluva lot of content done in that short period of time!
EDIT: Completed! This was an awesome game!
The gameplay is very intuitive, the only non-intuitive thing is using J and K but they are explicitly shown as control buttons :) And I understand it's coming from the idea of them being a bit farther from WASD for easier play with two hands.
I am seeing a comment about Zelda and thinking: yes, it does feel like old Zeldas, specifically I would say it reminded me of Oracles, the one with more puzzles especially x) The visuals, the palette, the puzzles even. And then we open doors with pieces of triforce instead of keys XD
Also, nice easter egg here :3 I noticed a few games today with LD59 added into the graphics of the game. It makes me want to steal the idea and do it on the next LD :')

And this is the one I got stuck on ._. I can't release the control after I lift that block. Making the thingy go upwards is not an idea cause I can't control it through solid block. I feel like I am missing something here =\

But overall it's very fun and well done, I liked the little puzzles ^v^
In your screenshot from the Airlock, you're not stuck — you can still press J there to switch the blocks as much as you like.
The reason you can't press K and release control while the left block is up is that THEN you'd be stuck, so the game just doesn't let you. I wanted to have it flash up a message like "Careful! You'll get stuck!" or something, but ran out of time so it just kind of does nothing, haha.
Yes, it's fun to hide little nods to LD here and there. Makes the game into a kind of memento of the event.
I also really like that the game seems to have a more lenient range for passing the entire game if I'm not mistaking. I remember that I didn't figure out how to do the right bottom level, but still managed to pass the game with 14 triangles.
Lastly, the art and audio too are very well done. The robots are so distinctive and the art definitely helped in the mechanics being so intuitive. I especially like the yellow robots. The color taught the mechanic here well by grouping these bots.
I'm impressed by how you managed to create all this little puzzle rooms with such a great level layout as well, and execute it with such quality solo in just 2 days. Hat's off to you, great job!
The core idea is really nice, derived straight from the theme, and then its consequences were explored in all these different directions and permutations. You put so many interesting ideas into play here, really well done.
Then you packaged it up with strong graphics that included a variety, a jamming tune, nice sfx, and a smooth learning curve that completely avoided the need for tutorialization.
I completed the game and got 16 of the triangles. Here are a couple of the rooms I didn't figure out:

Another huge nice touch was the speed of the character. With backtracking and exploring, and the physical execution of the puzzles required, it would have been easy for this game to be subtly a lot less fun by making a grindy-feeling slow movement speed, but the snappy controls were a pleasure.
Game also prevents you from getting stuck, for example I was worried about the mine in the door in the East Yard, but nope, I needn't have worried. Lots of attention to detail evident throughout.
I saw LD14 on your list and was curious what to expect, and wow - you just nailed it. Well done!
Almost everything is perfect, tight controls, great puzzles (I especially liked discovering the "secret" triangle keys), a true sense of exploration, BANGER soundtrack, super consistent art direction *swoon, swoon, swoon*
The only things I could wish for were even more content (absolutely riduculous demand for a game as meaty as yours (and it's a compo game even!)) and for someone to tell me HOW I CAN BLOW THIS THING UP!! Dr. Bad needs to be stopped :weary:

Easy 5/5 stars, thank you for creating this radiant jewel of a compo entry!!
Then I found out it was COMPO entry. Now I'm amazed and speechles. Puzzles are fun and engaging, not to difficult but also not straight forward. Perfectly balanced, to make you stop for a sec and think. I love the art style as well. So many rooms, nice little easter eggs, brilliant stuff. Might be my favorite thing I played so far this jam.
Congratz <3
I have to admit, I got stuck on "East Passage" for way too long trying to find that last triangle :D
Everything I love in one game: Top-down, puzzle, pixel art, chiptune.... (just look at my LD game)
Totally in love.
If you, the artist, followed the NES pixel art rules strictly, I would say it's an original game.
I felt like a kid again.
Thank you so much for giving me that feeling again.
Congratulations! Excellent game!

Note: I think I found a bug. I had 12 pieces and the door didn't open for me.

Has a very fun sense of humor and playfulness as well!
Basically feels like a modern, super well made NES game!
Would love to see this get a full release with more stages somehow! Excellent work!

When I hold a move key and press J, the character will raise hand but not fire, I'm not sure if this is a bug.
My playthrough: https://youtu.be/c-oA_-aIxh4
I really appreciated the map showing which rooms still had keys left to collect, which saved me a lot of time toward the end of the game. The game also had a surprisingly solid difficulty curve, which I wasn't expecting given the open structure. I suppose most players will probably find the more hidden rooms last, so it works out most of the time. The majority of puzzles were well-designed, though I'll admit to finding a few less interesting than others (mainly the few that are just hidden in the walls, and thus don't really use the game's mechanics at all). The bottom-right room was also one of my least favorites, since it ended up just taking a lot of menial box shuffling work. The vast majority of the puzzles were great, though!

I even started to doubt that you managed to make this during the jam) since I make puzzles myself, I can imagine how difficult and time-consuming it is to come up with them
The only minor issue—some puzzles aren’t quite clean in my opinion. Some levels can be solved in multiple ways, which I feel makes some puzzles lose their elegance. But that’s just me nitpicking as a Steam game. For a jam, everything is great
A wonderful game with excellent potential. I rarely think this, but in this case, out of most of the top entries in this LD, your game scales well into a solid Steam title. The mechanics and level design really encourage exploration, much like Fez or Taiji

I've been playing around with adding another level and some more mechanics, and yeah, I might be able to make a bigger game out of this. I think the "robot factory" premise probably only has 1 or 2 levels in it, but if I expand the scope a bit with more different kinds of environments I might be able to get a good Steam game out of it. Thanks for the encouragement!