ZBX 9800 by Jonathanfdr
In this 8 levels game you take control of the ZBX 9800 (your character) main loop source code. Your goal is to lead ZBX to the exit of each 8 rooms.
-You can open ZBX console by clicking him;
-Each level has a certain amount of commands that you can set to the main loop;
-You can change time related parameters to some of the commands (from 0s to 10s);
-Once you are satisfied with ZBX main loop you should click "execute" to tell that ZBX can start debug;
-Every action that ZBX take are showed in the ZBX log (bottom right corner when executing)
-If ZBX get stuck (your main loop doesn't do what you want it), you can "reset" ZBX by clicking on the button at the bottom left corner;
Hope you guys like it :smile:
Technologies:
Game Engine: Unity 2019.4
"Pixel Art": Aseprite
Sound Effects: SFXR and Audacity
Music: Bosca Ceoil
| Youtube | https://gamejolt.com/games/ZBX9800/542731 |
| Youtube | https://drive.google.com/file/d/1F_uKBo8_GWD7KEIlV7gUMbcWTD76XcBI/view |
| Original URL | https://ldjam.com/events/ludum-dare/47/zbx-9800 |
Ratings
| Overall | 60th | 3.932⭐ | 24🧑⚖️ |
| Fun | 148th | 3.667⭐ | 23🧑⚖️ |
| Innovation | 77th | 3.905⭐ | 23🧑⚖️ |
| Theme | 32th | 4.286⭐ | 23🧑⚖️ |
| Given | 25🗳️ | 34🗨️ |
One thig that would have been usefull is a fast forward button.
Most of the difficulty seems to be correctly guessing the time values for traveling a given distance. And really the only way to succeed is with trial and error, which is kind of frustrating because the character walks very slow. Maybe add a visual guide to the level, like a grid overlay, so that players can see how many grid units the character walks per second.
You might also consider making the levels a lot smaller. One of the earlier levels is like a simple maze where the players has to go right, then left, then right, etc. I think that's a good idea for a level, but because it takes up the entire screen, the player has to walk (or run) a very long distance. Maybe limit the levels (at least the smaller ones) to a frame in the middle of the screen.
You might also consider replacing time units with distance units, like "pixels" or "cells" from a grid. It'd be a big change, but it might make the game easier for a larger audience.
Anyways, I really liked this submission. Good job!
@doomerismo I think what @ale suggested would fix that, thank you guys for the feedbacks :smile:
I knew that someone will make a game like this. Glad to play it.
Ale mention to show a gauge on how far 1s is and I also agree that it will really help. Most of the time the solution is obvious, and mostly just trial and error to get the timing right.
I really enjoy it tho.
Good game and thanks for the game.
Really cool entry, well executed, nice UI, good vibes... My only grief would be with the level design, I agree with @ale 's comment above. It's a good concept, it's got everything working for it, shame the level design makes the player feel frustrated rather than enjoying the experience! Switching to tile-based movement would avoid the action feeling sluggish and help focus more on a puzzle approach which usually works for this type of gameplay.
But overally, great job, really good entry! That robot's got my heart :heart:

Even if you don't think they'll be winning any awards, you should still enable rating for all categories (unless you didn't actually make the assets - then you should be in the Jam ;). Otherwise, when we rate your game, it only counts as "0.8 games" rated by us, so fewer people rate our games. Also, some of us might find some humor in your game anyway =).
But other than that it's a solid game!
Good job!
Those are nitpicks though, I thought the idea was awesome and had a lot of fun with it all the way through the end :) I enjoyed trying to beat the levels in the minimum number of commands, and I felt good beating the last one with 4 commands instead of 8 haha
A couple suggestions:
- As others have mentioned, the monitor resolution makes playing this tricky at certain resolutions.
- The graphics were simple, but got the job done. I'd suggest each time adding something new (particles one time, double the animation frames the next, animated sprites in the background to make things feel more alive, etc.)
- The sound got repetitive after awhile. Not bad and certainly not annoying or anything, but an area you could improve on that would have a large impact.
- Setting the distance walked by time was a little difficult and led to a lot of guessing and checking. It would be nice to instead have it be in distance (cells maybe?) so I could estimate without the guessing.
- Giving me the ability to see the level as I am entering the commands would be nice. Maybe something on the side like Human Resource Machine?

Again, all suggestions that I think would add to the whole experience. it is nice as it is!
The idea of repeating instructions in a loop fits the theme very well, but in practice it seems like a lot of the puzzles could be completed without much looping.
I also agree with @ale's comments that a lot gameplay time gets spent on trial-and-error working out movement distances, and I second their suggestion of using _distance_ travelled as the value for the walk/run commands.
A couple of suggestions for if you ever revisit this game or make a sequel:
- Adding variables would have been a lot of extra work to code, but would have let you have some very interesting puzzles: zig-zags, spirals, etc.
- Keys you can collect that unlock doors or activate elevators would also have allowed much more complex and interesting puzzles and would probably not be that much more effort to add.