Korobo: Save the trees!

Program little Korobo and together you can save all the trees!

The trees are all but gone… CO-83 Coroutine Copro Little Korobo needs your help to restore the planet back to its healthy green.

This is a programming game, heavily inspired by Zachtronics games. Korobo can be programmed using a limited set of about 20 commands. The robot contains three separate CPUs, each of which has its own program and two registers. Only one CPU is active at a time. Mouse over keys of the keyboard in-game to show more detailed documentation.

  • Mouse
  • Keyboard (the virtual keyboard can be controlled with a real keyboard)

Voting results


This game entered in the Team competition (8 entries).

Comments (9)

 • 2 years ago • 

Great game
Music is good
sfx is on point
graphics are amazing
would have been nice to be able to edit the code instead to have to erase everything, I'm prone to errors haha.
Good job!

  • 2 years ago • 

@Lokior Thanks for playing! You can edit the code by navigating using the arrow keys. You can insert new bits into the code if they fit in the line, or press enter to split the line etc. It's mostly like a text editor but there is no click-to-select or copy/paste…

 • 2 years ago • 

I tried but it wasn't working :( like always it's probably a user error, I'll give it another try later!

 • 2 years ago • 

Great game! A suprising amount of polish and a good variety in levels. My two nitpicks are that one, there's no step-by-step instruction mode, and two, some features of the game didn't feel properly explained (I mean I am an idiot who isn't good at paying attention but still), like how CPUs have independant registers from each other or how you can split commands across different lines to make editing easier. Also, level two is insane why didn't you move that level to the end.

 • 2 years ago • 

This is very cool, and similar to a prototype I once made which never saw the light of day (single CPU but multiple robots, some communications bus that I never fully designed). I found it tedious (in my own prototype as well) to mentally plot the route of the robot for the move instructions, because a mistake is easily made and not very interesting. But there is plenty of interesting deep thought here to make up for it!

Tutorial: The tutorial levels were straightforward, but didn't teach everything. That's fine though; with the hovertips for the instructions, I was never confused or surprised about what anything did.

Mathematical: The addition level made me think a bit how to do it without a lot of repetitive code. The multiplication level made me think a lot more; I think it's the hardest level in the game. After this the Fibonacci level was surprisingly easy (only one CPU needed). Binary again threw me for a bit, but I found a pretty elegant solution.

Navigational: First one was easy. The slippery level seems like a wholly different kind of puzzle though; I guess some fun could be had in reducing the instruction count. Despite the suggestion in the puzzle text, memory test was straightforward with six numbers and six registers, although instruction count of course is'nt great. And then… The Maze. This one was really fun, and the classic "follow the wall to your right" leads to a simple and elegant algorithm of only 15 instructions (13 if I'd been willing to wait for instruction pointer wrap-around).

Terminal: Good challenges both; fitting final levels!

I like how there are several ways to pass information between CPUs. The obvious one: Next core + A/B instructions. The less obvious one: resetting or not resetting the next CPU. And the least obvious one: the position and orientation of the robot itself (read out through the Sense instruction).

Randomizing the level when it's started is a nice way to prevent hardcoding without having to generate 100 random levels and build UI to debug them. Unfortunately, it makes it difficult to compare cycle scores.

The cinematics are very cute and really add something to the sense of purpose.

Clicking to position the cursor would have been a nice QOL addition, as well as the ability to hold down backspace and arrow keys. Scrolling the viewport by dragging either mouse button would be nice, since you don't need to interact with it anyway. But apart from that, usability is pretty dang good.

 • 2 years ago • 

Whew! Great entry, I grew five trees! I found various parts frustrating, but always in a good 'no your assumptions were wrong' programming game kind of way. The bot looks cute, which is lucky because it goes some way to dissipating the players inevitable anger when he goes the wrong way as ordered. I found the audio quite annoying after some time playing, but the handy included mute button fixes that. I also some of the written code glyphs hard to decipher, but this is just me nitpicking. A very impressive programming game for a jam

 • 2 years ago • 

Very challenging. This would go a long way as an educational game for people who want to learn how to code. I don't have very much patience with games like these, and didn't get far, but that's more about me than the game.

One suggestion I have is to make the first few tutorials simpler, with shorter paths and simpler goals. Even the first level took me some time to figure out. Also, a more intuitive interface for programming would help. For example, I couldn't figure out how to insert a command between two others (though in hindsight I see above there is a solution). On a positive note, given the complexity of this game, it's quite an accomplishment, and I can see how this would be a big hit with people who like coding games. Also, the music is top-notch.

 • 2 years ago • 

Very impressive game for a jam. The UI was so well designed that the game wasn't too hard to learn. Great graphics and soundtrack. I enjoyed it!

Sometimes the game wouldn't let me enter more commands. I thought there was a limit to how many commands you could enter. After I emptied the whole command list for a CPU I was then able to add more commands. Perhaps a bug of sorts?

 • 2 years ago • 

This is crazy good, a very formidable entry and probably the most fleshed out in this jam. The only nitpick I'd have is that moving the camera to the center of the actual task everytime is a bit unnecessary, and I'm only mentioning this because I'm not fond of the buttons on the screen border (why not just use WASD for camera controls). In any case this is such a complete game regarding the combination of graphics, sound, gameplay and story, great job!

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