
An ultra-precise 2D platformer where you give robots instructions instead of directly controlling them. Master the campaign levels or create and share your own. “It’s Mario Maker with coding” - Lewis Brindley, Yogscast.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
If you don't mind the brute-force nature of the "coding" in this game, it's very satisfying to watch your solution come together. I don't know if it's some clunkiness of the controls, but it never really felt intuitive until I had almost beaten the game. Fun for a small little project~ but glad it wasn't too much longer than it was.
这个编程游戏很喜欢用绳索进行运动,而优点和缺点都在这个特色上展现得淋漓尽致 优点,自然是观赏效果。一气呵成荡到终点,很是有成就感 缺点,则是无尽的调参。精确到1/200f和0.005s的准度,游戏从中期开始就开始令人厌烦了 如果这游戏允许以录制宏的形式,自动把玩家的操作转换为程序语句,可玩性会比现在高出不少。当下的水平只能是不推荐
Игра очень похожа по сути на The Farmer Was Replaced, те кто хотят попробовать то сути у них очень похожи. Как минус могу выделит то что ру перевода нет но на английском даже интереснее писать. Чем то напоминает мне написание скриптов для робота в кумире на ОГЭ. Кароч игра интересная я ее вообще получил кэшбеком😋
Buen juego para malitos de la precisión y el control que pueden elevar su obsesión a lo competitivo si lo desean
TL;DR: Interesting concept but it gets old far too fast for what it could be, and the advertisement is misleading enough to leave a bad taste in my mouth. Despite all the talk that "It's Mario Maker with coding", this is a TAS-ing game thorugh and through. There is no logic puzzle to solve, it's all a question of finding perfect values to wait for. And more importantly, there is nothing there that could make it a real programming game, there are no real inputs and everything is deterministic. The two ways to finish a level are to hard code all the wait durations as constant time values, or use the macros and make the robot wait for some given time that will turn out to be constant since everything is deterministic. If you want to optimize for time, this becomes an even bigger issue as the given shortcuts to wait while precise are not always useful (with the exception of wait until hooked; unhook being really strong), and if you want to offset from them by even a single frame you need to just use a wait command either way. Optimizing for number of instructions is interesting, but not really fulfilling IMO, I did it for the first few levels and then dropped it to go fast.
简介: 《Bots are stupid》是一款帮助手残但脑健的玩家完成通关一款跳跃游戏梦想的游戏。
Bots Are Stupid is one of the most inventive indie puzzle-platformers in recent years because it completely changes the traditional relationship between the player and movement. Instead of directly controlling a character through jumps and obstacles, players create command sequences that instruct a robot how to move through dangerous levels. The robot then follows those commands exactly as written, often with disastrous results if the timing or instructions are even slightly incorrect. What initially seems like a simple gimmick quickly develops into a deeply satisfying mix of programming logic, puzzle-solving, speedrunning, and precision platforming that constantly rewards experimentation and optimization. The gameplay is built around creating simple scripts that control the robot’s actions. Players input commands such as moving, jumping, waiting, or grappling, then execute the sequence to see how the robot performs. Because the robot obeys instructions literally, even tiny mistakes can completely ruin a run. A jump executed half a second too early may send the robot directly into spikes, while a poorly timed movement command can throw the entire sequence out of sync. This creates a unique gameplay loop where success comes not from quick reflexes, but from careful observation, planning, and repeated refinement of instructions. One of the game’s strongest qualities is how approachable it remains despite the programming-inspired mechanics. The command system is intentionally simple and easy to understand, allowing players with no coding experience to quickly grasp the basics. Early levels introduce movement and timing gradually before more advanced mechanics begin appearing. As players progress, new tools and interactions are layered into the puzzles, forcing increasingly creative solutions. The game steadily evolves from straightforward movement challenges into surprisingly complex sequences involving precise timing, grappling hooks, and intricate command chains. The level design is consistently impressive because almost every stage feels handcrafted around experimentation and optimization. Many puzzles initially appear chaotic or impossible, but after enough observation and small adjustments, solutions slowly begin to reveal themselves. Some levels require players to think carefully about timing windows, while others focus more heavily on finding efficient movement paths. Watching a robot flawlessly execute a long sequence of commands after dozens of failed attempts creates a uniquely satisfying feeling that few traditional platformers can replicate. The game also becomes surprisingly addictive because of its speedrunning structure. Completing a stage is only part of the challenge. Players are constantly encouraged to improve their solutions by reducing completion times and optimizing command efficiency. Even after solving a level, there is a strong temptation to replay it searching for a cleaner or faster approach. Small improvements become extremely rewarding because every second saved feels earned through better planning and execution. This focus on optimization gives the game far more replay value than its simple concept initially suggests. Visually, Bots Are Stupid keeps things clean and colorful without becoming distracting. The environments are simple but charming, and the robots themselves are expressive enough to give the game personality despite the minimalist design. The presentation prioritizes readability above all else, which is essential in a game where players constantly analyze movement timing and obstacle placement. Hazards are easy to identify, animations are smooth, and the visual clarity helps prevent the more complicated levels from becoming visually confusing. The soundtrack and sound design fit the tone of the game very well. Music remains upbeat and energetic throughout most stages, helping repeated failures feel less frustrating and more motivating. Sound effects tied to movement and successful actions provide satisfying feedback that reinforces the feeling of progress whenever a complicated sequence finally works correctly. The overall presentation helps the game maintain a playful and approachable atmosphere despite how demanding the later puzzles become. Another major strength is the inclusion of user-generated content through the level editor. Players can create and share their own puzzles online, greatly extending the game’s replayability. The editor itself is relatively accessible and allows for surprisingly creative stage design. Community-created levels introduce new ideas and challenges far beyond the main campaign, giving experienced players nearly endless opportunities to continue testing their problem-solving and optimization skills. However, the game is not completely flawless. Trial-and-error gameplay becomes a major part of the experience, particularly during later levels where tiny timing adjustments can drastically change outcomes. While many players will enjoy the process of refining solutions step by step, others may find the constant repetition exhausting after extended sessions. Certain puzzles occasionally feel less like solving logical problems and more like endlessly tweaking commands until something finally works. The difficulty curve may also become frustrating for less patient players. Early stages are welcoming and easy to understand, but later levels demand extremely precise execution and careful optimization. The game expects players to repeatedly analyze failed runs, identify tiny mistakes, and gradually improve their scripts over time. Players who prefer immediate progression or less demanding puzzle design may struggle once the complexity increases significantly. Despite these frustrations, Bots Are Stupid succeeds because of how focused and original its concept feels. It takes the structure of a precision platformer and transforms it into something entirely built around logic, automation, and experimentation. Instead of testing reflexes directly, the game challenges players to think like programmers and designers, creating an experience that feels intellectually engaging in ways most platformers never attempt. For fans of puzzle-platformers, optimization-heavy gameplay, and programming-inspired mechanics, Bots Are Stupid delivers a highly rewarding and refreshingly creative experience. It may occasionally become repetitive or frustrating because of its heavy reliance on experimentation, but its clever design, satisfying progression, and strong replay value make it one of the more memorable indie puzzle games available. Rating: 8/10
The game is fun and all but it keep crashing every 15 minutes. I can guarantee it's game bug not my pc's problem
olha o jogo nao tem nenhum limite voce pode fazer oque quiser mais é complexo .
не понравилось так как на англ
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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