
OLD-CABLE

The old factory is silent. You are sent to fix broken cables. Follow the flags.

How to Play

WASD - move
Z - undo
R - restart
+/- M - game volume
---
Tools Used
Audio
- FamiTracker: https://github.com/Dn-Programming-Core-Management/Dn-FamiTracker/releases/tag/Dn0.5.2.0
- Audacity: https://www.audacityteam.org/
- jsfxr: https://sfxr.me/
Art
- Krita: https://krita.org/en/
Levels
- Tiled Editor *(+custom export plugin)*: https://www.mapeditor.org/
Engine
- C++
- SDL3: https://www.libsdl.org/
- GLAD *(opengl + gles for em)*: https://github.com/Dav1dde/glad
- Emscripten: https://emscripten.org/
---

Credit to this post for disclosure icons!
Comments7


marks20 Oct 2026, 16:35
@euler-moises Thank you for the kind words! I'm happy to hear you liked the game!
ZX Spectrum was indeed where I took inspiration from for the visual style. I remember seeing gameplay videos of Laser Squad and some other games for the ZX. I like the bold colors of the limited palette and found it fitting for the limited screen space I was working with for this event. I also remember playing flash games with a similar idea of "you can't go back" mechanic, where the player leaves a line behind them, which I took inspiration for the gameplay.
For exploration, unless it absolutely prevents players from progressing, I like to leave the sudden feeling of surprise when discovering a new screen, or that the levels feature multiple screens. I think sometimes it's necessary to not inform the player for these moments to happen.
Also, a fun fact about the title screen tutorial is that it was more a workaround for the engine's limitations (I didn't code in any UI buttons or menus) so my solution was to use the character instead.
Lastly, It's a bit of a shame I ran out of time (and motivation) to finish levels that test the mastery of the mechanics, which is why it ends so suddenly. I'm glad the introduction worked out, there's a next time to improve here.
ZX Spectrum was indeed where I took inspiration from for the visual style. I remember seeing gameplay videos of Laser Squad and some other games for the ZX. I like the bold colors of the limited palette and found it fitting for the limited screen space I was working with for this event. I also remember playing flash games with a similar idea of "you can't go back" mechanic, where the player leaves a line behind them, which I took inspiration for the gameplay.
For exploration, unless it absolutely prevents players from progressing, I like to leave the sudden feeling of surprise when discovering a new screen, or that the levels feature multiple screens. I think sometimes it's necessary to not inform the player for these moments to happen.
Also, a fun fact about the title screen tutorial is that it was more a workaround for the engine's limitations (I didn't code in any UI buttons or menus) so my solution was to use the character instead.
Lastly, It's a bit of a shame I ran out of time (and motivation) to finish levels that test the mastery of the mechanics, which is why it ends so suddenly. I'm glad the introduction worked out, there's a next time to improve here.
PeterNowel20 Oct 2026, 18:59
The levels + learning curve is nicely done. I did enjoy it and I found it match really great the theme. Love the craft you did

Tykki1920 Oct 2026, 19:00
Simple but effective! Good learning curve and pacing! Minimalistic style and sounds worked really well the overall experience. Nicely done!

kristinamay20 Oct 2026, 19:14
I liked this game! I am not usually one for standard sokoban-ish games but this had enough of a twist that I enjoyed it quite a bit. The level design was great, too, a couple of levels had me pausing to think about how to approach. I like how forgiving it is with "undo" as well - one problem I have with some sokoban-esque games is that they don't respect their players' time (yours does!). The game's aesthetic is consistent, the mechanics are straightforward to learn with no need for a tutorial or handholding. Really polished, well-done work for a jam game!
Theyflower21 Oct 2026, 00:11
The cable mechanic restricting future movement is cool, I will definitely be stealing this idea for if I ever get around to making a sokoban game. Puzzle elements that restrict future options are a neat tool. It would have been nice if some of the multi-screen puzzles fit on one screen simply because it can be easy to draw an incorrect assumption with incomplete information. Having to walk across an entire screen to understand what must be done next is annoying.
Was that a hidden elephant?
Was that a hidden elephant?

LudumDareDevil21 Oct 2026, 00:18
This is really cool! Reminds me of games for the C64. The puzzles were great. Not too hard not too easy. The art was great as well. Props for not using AI :P


I’m a huge fan of this "low-pixel" aesthetic. The color palette was also a great choice—it reminds me of the palettes used for the ZX Spectrum and the Commodore 64. I really liked the audio, too, even though it’s just a short loop. I use Famitracker myself!
The gameplay is simple and intuitive. The idea of including the tutorial on the start screen is excellent—I use that trick quite often.
I like how you introduce mechanics gradually; each stage shows you exactly how things work. In one level, for instance, I learned the hard way that you can’t go back over the wire.
I did find myself wishing for some more challenging levels—the game ended just as I’d mastered all the mechanics.
As someone who plays a lot of retro games, my natural curiosity (and a bit of deduction) led me to explore the environment—discovering extra areas, for example—but I’m sure not every player will think to do that. You might consider adding a small arrow or some simple visual cue to indicate that there’s more to the level beyond the current screen. Even if it feels a bit unnecessary, I’m certain some players will miss those areas otherwise.
What games served as inspiration for this one?
Congratulations for your excellent job!