A game that's both minimalist and challenging, yet also could have done with some further development before release.

The biggest request I'd have would have been the inclusion of some more sound effects. Even though the game lacks any real visual quality, adding in some audio cues for when your avatar jumps or lights up a panel would have at least sold the cartoon art style a lot more. An example of this would be some hydraulic or mechanical movement noises for when the robot moves. I'm not going to be deducting points based on my suggestions, but this a very quiet game and if it weren't for the soundtrack to serve as filler, the lack of any real audio design is very disappointing to say the least.

Speaking of the music, that in itself needs to be changed; it's too aggressive for this kind of game, and it lacks any real identifiable melody. For a puzzle game which doesn't utilize any flashy effects or contain any real sense of pacing, you need to utilize a track that's catchy in order to keep the players entertained at times when they're struggling to pass a certain part of the game. This might sound trivial at first, but look at games like Tetris and Dr. Mario; people come back to those game alone for its music. Not to mention it also adds replay value.

The controls are halfway decent; it's simple enough and most of it is self-explanatory, even if you exclude the tutorial stages which generally teach you what to do. But I would have added tool tips which appear when leaving the mouse over the buttons (that the player uses to control their avatar) to not only serve as a reminder later on, but to also visualize which direction they'll be facing when selecting the left and right buttons in particular. I know the game doesn't penalize you for replaying the stage, but when you're setting up a very long cue of commands, in combination with the isometric perspective approach with the graphics, having that extra information could benefit players who don't have a keen sense of direction quite a lot.

The "buttons" also seem to be stubborn, and like to stick. It's not the worst thing in the world, but when I tried to drag a button away from the command queue, a few times it ended up popping up elsewhere and would end up causing a hiccup somewhere in the playback unexpectedly. I wouldn't say to remove the drop 'n drag style of how you actually play the game, but the secondary ability to simply click a movement to be able to remove it would have been a great work around. It also would in being able to delete multiple commands in succession a lot faster too.

Other than that, I don't have much else to say. For a game for keeping yourself busy during, say, your breaks at work, lightBot is perfect. I think you've caught onto that idea, seeing you've already developed mobile ports. In retrospect though, this particular version is really only worth checking out for the medals. Since it's a pretty short game, I'd recommend people to avoid using a guide in order to get that sense of satisfaction; the game is built around utilizing and [ultimately] exploiting its limited movement, and it does challenge your sense of programming skills. So it's a nice exercise with faux game development, albeit at a very entry level.

Not too bad, but overall this feels as if its been rushed.