Super Low Memory Bot by LaserPanzerWal
It is the summer of 1992 and you just rode your BMX eight miles down to the store to grab your brand new copy of SUPER LOW MEMORY BOT for your FUNTENDO GAME PAL handheld console. Grab a bag of chips and a soda, because the fun can begin!

In SUPER LOW MEMORY BOT you are tasked with programming robots to automatically operate consoles in a remote environment. Unfortunately, due to budget cuts only old robot models with LIMITED MEMORY SPACE are available. Get creative to fit all necessary movement commands in the memory available.
Navigate menus and issue movement commands to the robot with your D-Pad (WASD or directional keys). Select menu options with B KEY (M on your Keyboard) and undo robot moves with A KEY (J or K on your Keyboard).
Or use a gamepad! (Unfortunately, due to browser limitations, some gamepads may not work properly)
Some features didn't make it into the compo release. This regards additional gameplay elements as well as the level editor, which is currently only available in a buggy and unstable dev version. I was planning to enable users to create and easily share new levels for endless 1990ies fun and might do so in a post jam update. Please comment if you would like to see these features happen :wink:
My source code is a mess, don't bother checking. But due to the rules, it is included.
Update: I patched the game to make the box levels a bit easier and also removed two bugs related to the boxes that could have left you in an unsolvable state.
| Link | https://laserpanzerwal.itch.io/super-low-memory-bot |
| Link | https://github.com/LaserPanzerWal/LDJAM54/ |
| Original URL | https://ldjam.com/events/ludum-dare/54/super-low-memory-bot |
Ratings
| Overall | 102th | 3.833⭐ | 47🧑⚖️ |
| Fun | 95th | 3.8⭐ | 47🧑⚖️ |
| Innovation | 206th | 3.314⭐ | 45🧑⚖️ |
| Theme | 192th | 3.622⭐ | 47🧑⚖️ |
| Graphics | 49th | 4.133⭐ | 47🧑⚖️ |
| Audio | 80th | 3.667⭐ | 47🧑⚖️ |
| Humor | 145th | 2.868⭐ | 40🧑⚖️ |
| Mood | 78th | 3.727⭐ | 46🧑⚖️ |
| Given | 44🗳️ | 77🗨️ |
Would really like that level editor, already have a bunch of ideas myself!
gameboy look is really well done good stuff
One little thing I found annoying is the keyboard keys to use. I'm using an AZERTY keyboard, so WASD are not practical to move. But I saw you're using Godot, which allows to use Physical keys instead. So that would work as expected regardless of the player's keyboard layout.
GG
But I agree, the physical keys would work around the issue in the first place.
Couldn't reproduce elsewhere though, and it didn't spoil my fun, so I'll grade this like I never saw that bug :p Cheers!
I think you should do a little playthrough of your own game so people can still pass levels they really don't get and not be frustrated by it.
I like GameBoy style and the still fits it well. The music fits as well but a bit repetitive, especially when you are stuck.
Overhall, it's nice. I wish I could have played more though. Keep up the good work :smile:
Otherwise I wasn't expecting the gameplay at all when reading the description but overall it was pretty cool, the difficulty increases a little too quickly in my opinion but it's well done. Congratulations to you
I noticed on this level that the execution did not correspond to the action

The difficulty increases so quickly primarily because I was running out of time for the puzzle design :D
I noticed the behaviour on your screenshot too, after release, there seems to be a minor bug with the boxes I will have to look into. It can actually even be an issue on the last level, because it may cause the undo function to not work properly, leaving you with an unsolvable situation.
I will patch that eventually ;)
Thanks you, thanks you for the one-move redo. I didn't think of it much at the beginning, but later it was brimming with usefulness.
As for the game itself, it's a classical ice slide puzzle (I think there's a more official name I don't know), but with mandatory minimal number of moves. If I have to nitpick, it strays a little bit for the theme, since the moves are not quite the space. Okay, there is the setting with low space in memory.
About the setting, the sprites are really clear : the robot, the consoles. However, I think there could have been a better immersion in the context if it was about factory robots (the arms) and how they move to grab things. I find a little bit weird to have robots to turn on consoles. I know I should not take this at face value, and I don't even know if "robot arms" can be represented nicely in this aesthetic.
I'm a little bit upset to not have finished, but it was beginning to become "chore-y".
I didn't encounter any bugs, so feels polished to me :smile_cat:
Overall, very well done on the level design and mechanics, and nice interpretation on the theme!
good job
Loved it!

I'll be back to figure it out later! In the meantime, great job!

There's a lot going on here and I tried a bunch of times but kinda lost interest at that point... However the level design is clever and I did enjoy playing the game!
Also, I would've loved the option to skip the level-solution replay :)
I don't understand why the level replays?
The audio fits the mood, but it gets old fast and I had to mute it to keep playing.
Consistent aesthetic, I liked the lore and the puzzle design was interesting.
Very good job!!
Only thing missing is the rom version that I can play on the actual device :slight_smile: