teleBOTation by Phoenix Fireflower
You are the last working robot in an abandoned factory.
Your task is to re-power the facility before you too become permenantly out of order.
You must hurry though, as power is very limited and the generators are close to failing completely.
Will you manage to re-power everything? (Seeing as the theme is 'delay the inevitable'... well...)

Controls:
- Arrow keys / WASD : Move
- Mouse + Left mouse button: Teleport
- R: Reset
- 0 (Zero): Automatically win the level (only do this if you cannot solve the puzzle)
There are six levels in total. Good luck!
Update
Solved a bug that causes the player to be stuck in corners and causes clunky movement
| Link | https://github.com/lommers001/telebotation |
| Link | https://phoenix-fireflower.itch.io/telebotation |
| Original URL | https://ldjam.com/events/ludum-dare/50/telebotation |
Ratings
| Overall | 64th | 3.94⭐ | 44🧑⚖️ |
| Fun | 65th | 3.94⭐ | 44🧑⚖️ |
| Innovation | 64th | 3.964⭐ | 44🧑⚖️ |
| Theme | 498th | 3.155⭐ | 44🧑⚖️ |
| Graphics | 128th | 3.94⭐ | 44🧑⚖️ |
| Audio | 156th | 3.573⭐ | 43🧑⚖️ |
| Mood | 139th | 3.631⭐ | 44🧑⚖️ |
| Given | 27🗳️ | 67🗨️ |
The only two things that bother me are the jumping being finicky and the music only being in my left ear
"Will you MENAGE to re-power everything?" typo btw
There's a bug where when you put 2 energy blocks in 1 gate the level with 2 gates can be bypassed
The handling was a slow and sometimes got stuck on corners, but did not ruin the experience since it was mostly about solving puzzles.
Good job!
Could've used a way to speed up retries :P
Something is weird with the audio: music only plays in the left audio channel...
It's quite clever and well made.
Graphics and audio are nice, the sound effect are really cool.
I think the biggest improvement would be to have tutorial levels for the mecanics, and speed up the movement.
By the way is you robot inspired by gmtk ?
Graphics were solid and the robot was adorable, especially the animation it has when you finish a level. The music was catchy and I quite appreciated that you had the tempo as the generators were powered up/down.
You got a lot of distance out of very few mechanics, which is always cool to see. Great job on introducing the mechanics along the way, like, how the trapped block in level 2 is set up to basically force a swap teleport to show the player that it is possible. Good stuff.
There were some really nice touches with your design, like the changing shape of the cursor and sound effect when it changes to the swap teleport or the wires in the walls showing where the effects of the deactivating triggers go.
My only criticisms on the design were 1) that the generator inside the non-teleport zone on level 4 wasn't immediately obvious to me that it was part of the non-teleport zone, so I had to just reset the level when I tried dropping down and swapping with the bottom block, and 2) using the same symbol for shutting off lasers and deactivating the non-teleport zone makes it not as obvious what that trigger does (though the wires to the effect destination help a lot with working out what it might)
As a note, it took me a while to realize there was a jump button (it wasn't until level 4's non-teleport zone), because I ended up using an exploit without realizing it to finish level 3. If you click to teleport, then quickly drag your mouse cursor to another position before the teleport occurs, the robot will teleport to the new position. I thought it was just an odd teleport position when trying to repeatedly teleport up (I was doing it at the start of level 3 as I wasn't jumping), but I did some testing and verified what was happening. You can even teleport into non-teleport zones with it.
Also, was a bit silly that teleporting onto a battery on your last teleport both recharges your battery and kills you. Not really a big deal in the end and it did make me chuckle when it happened the first time.
Hope to see further iteration on this in the future. Would be cool to see what else you can come up with puzzle-wise! Thanks for the fun game!
edit: also, neat detail that you could jump half height with a crate on your head. pity none of the level design had a use for this!
- The music changing as you plug the batteries back in was a nice touch.
- Solid animation works, feels very polished for a 2 day game!
- Great puzzles :) The later levels were appropriately challenging.
- I haven't seen a puzzle game teleportation mechanics quite like this, plus points for innovation.
Only issues is that sometimes it was hard to get the 'swap' prompt to show up. I'd end up teleporting right to a battery that I wanted to swap with. I couldn't divine the specific logic; at first I thought I couldn't do it while I was in motion, but I got that to work. Was a little finnicky.
PS: I'm tweeting about the games I play from this jam. Here is yours: https://twitter.com/TheAntonSem/status/1512517854859517952
As for bugfixes, the sound thing is really simple, and here's a (long-ish) explanation as to why it was "broken" in the first place. The audio only plays out of the left side. I looked at the source code, in your Bgm.tscn file, you have an AudioStreamPlayer2D node, which defaults to have a position of 0,0 (top left of the game). So, the audio plays from that "direction", which in 2D is the left side of the game itself, so people will hear it out of only the left speaker or side of headphones. So, if you move the node to the middle of your screen, then it SHOULD play out of both sides as intended. The same with any sound effects you use, they are directional, so if you WANT something to play out of the left or right side only, you can. Otherwise, if you move them to the middle, they play in both sides. To be honest, I only figured this out in Ludum Dare 48 when I had the same issue with my music only playing on the left.
The only other things I noticed were that if you spam jump REALLY fast, you can manage to get a TRIPLE jump (pretty sure it has something to do with your coyote time, but I didn't look into it too far)
A small typo, on the game over screen, you have an "F" in "Fenerators" instead of "Generators"
With all that being said, I really enjoyed this game and I would love to see a post jam version of this!
Mechanics started to feel too simple, but then I realized I would be expected to use teleportation to move boxes, which made the puzzles interesting enough.
Oh and one last thing, you really aced the pacing of the difficulty, it got gradually harder in the perfect way, kept being challenging and engaging while you kept getting better.
The only criticism I have is that the theme connection seemed a little shaky. But overall great work! I could totally see this being expanded into a full commercial game.
There was something really funky about the audio, some weird sound coming only from the left headphone. A bit annoying at first but I got used to it. And the audio itself was pretty good, I like it.
I noticed all of the blocks stopping you from pushing the blocks too far off of edges, really cool solution to a problem like that in a jam, I thought it was pretty smart even! But yeah, if you were to make the blocks plummet after falling off edges then they could've had a heavier 'feel' to them.
Liked the length of it too, that last level was enough of a headscratcher for what the game is, and didn't show up come up too quickly either.
Nice stuff, really cool 👌