Puzzlebot by Lucas Simmons
Platform, Pick up blocks, and Press buttons to solve all the puzzles in Puzzlebot. Be careful, Puzzlebot only has 10 seconds of battery life so you'll need to move quick.




Warning: In the last level, there's a bug that will cause you to get stuck in the wall when getting the 3rd box. Make sure you stay on the left side of the platform towards the ledge to avoid getting stuck.
| Original URL | https://ldjam.com/events/ludum-dare/51/puzzlebot |
Ratings
| Overall | 80th | 4.105⭐ | 21🧑⚖️ |
| Fun | 173th | 3.895⭐ | 21🧑⚖️ |
| Innovation | 494th | 3.421⭐ | 21🧑⚖️ |
| Theme | 325th | 3.921⭐ | 21🧑⚖️ |
| Graphics | 447th | 3.816⭐ | 21🧑⚖️ |
| Audio | 294th | 3.632⭐ | 21🧑⚖️ |
| Humor | 329th | 3.316⭐ | 21🧑⚖️ |
| Mood | 337th | 3.711⭐ | 21🧑⚖️ |
| Given | 21🗳️ | 14🗨️ |
The biggest citique goes to not seeing the elevators when removing boxes.
To "see" elevators there are a few things that could've been done:
- Make a button to see them through walls X-Ray Vision
- Make a screen with a camera that shows the position of the elevator
- Different Level Design to see the elevator from where the button is located
- Audio Cues that indicate where the elevator currently is
Second part are the very narrow timespans, with almost no margin of error. Despite correct execution it might be a failure just because one jump wasn't precise enough or because I didn't jump on the elevator while he was already going up, but when he was at it's stopping position.
This could be improved if battery was only consumed when the robot moves. 10 Seconds of movement, instead of 10 seconds realtime. Or 10 seconds game-time instead of 10 seconds real time might also work, if it would actually be 20 seconds realtime for example.
Also the throwing and picking of boxes should have some indicators
-> When is it possible to pick up a box? An icon over the box or outline or something like that would totally work.
-> Where does the box land when I throw it? This one is harder to fix, given the rigidbody physics, but boxes could lerp to a specific location and then turn on rigidbody physics, so the outcome is more preditible.
Despite all those small inconveniences I really liked the gameplay and robotic music.
If you want to take this further, which would totally be possible, I'd really go with "battery is consumed on movement", as well as adding checkpoints and very predictable movement (inlcuding jumps) and throws.
I hope you keep making cool games and I'm eager to see what you'll come up with next Jam. If you intend to continue with this, please let me know. ^^
But there is one annoying thing: the level design.. It is just frustrating that you have no indicators for timing stuff. For example: "Q: The elevator must stop at the correct position" - "A: How? I can't see it!"
And that leads to the next frustrating thing: It's all very close. One wrong step and you can do the whole stuff (you already know) again.
We (my jam buddy and I) started to record a video at last two stages:
https://www.youtube.com/watch?v=K0Z7RPHPiBM
Otherwise, good game, nothing else to say, that's something to be proud of!