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A jam submission

Starlode Salvage Co.View game page

A run-based space mining game. Explore the void. Crack some rocks. Haul it home. Upgrade everything. Do it again.
Submitted by snoodleking — 2 hours, 2 minutes before the deadline
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Starlode Salvage Co.'s itch.io page

Results

CriteriaRankScore*Raw Score
Satisfying Interactions#173.5563.556
Appealing Theme#223.5563.556
Compelling Gameplay#273.0003.000
Stylish Visuals#312.6672.667
Overall#322.8892.889
Made Me Think#381.6671.667

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

The movement felt good with a controller, the turrets shooting slightly off target after rotating made it feel important. I really liked how the music changed too. The upgrades were different enough to make me want to see most of them and it was a fun little loop.

The missiles felt a bit ineffective though, especially when they’d target the same rock. Double double cannons felt (and sounded) much more satisfying! The only big bug I felt was sometimes the targeting would look at the wrong rock.

The movement with automatic turrets make for a satisfying little navigation game! I also uploaded the gameplay, the first video didn’t have audio for some reason but the 2nd worked fine:

  1. https://youtu.be/VLsd9IAE58E
  2. https://youtu.be/Fkbfd1FvSGE
Submitted(+1)

First I'd like to say that this is the type of game I would like to play! Great work on the project so far! Keep going!
Some feedback below:

What was the most frustrating moment in what you experienced?

I found the controls a little frustrating. I understand that it does lend to some realism, but it mostly leads to moments where the shuttle did things I wasn’t expecting it to do. Could just be a user issue. It was fun, but definitely some friction there. 

What was your favorite moment?

My favorite moment was upgrading to the dual cannon and being able to destroy the rocks faster. 

Was there anything you wanted to do, but the game didn’t let you?
I wanted to understand if the ship took damage or if there was any repercussion for colliding with rocks or other surfaces. I saw that the ship flashed, but I couldn’t tell if this affected my score or run in any way. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

I think it’s a good foundation and would encourage expanding on this game. I would love to see more upgrades and the expansion of the skill tree. I like what’s here and want to see more of it! Great work!

What would you say you were doing in the game?
Collecting salvage and other space materials to sell to upgrade my ship.

How would you describe the game to friends and family?

You pilot a salvage shuttle, collecting materials in space to upgrade your ship and traveling further for more exotic materials.

Submitted (4 edits)

Hey, I will drop my thoughts on game feel below:

  • The way background stars move in main menu is a little dizzy inducing for me.
  • I like the way camera moves towards the direction I'm going.
  • Rotational thruster sprites blend too much with the background, I think they should contrast more.
  • The trail shape when you move is shaped weirdly, also all thrusters feel kinda still. I would recommend checking other spaceship games for inspiration, e.g. (00:17 seconds mark)
  • I feel like sfx don't have enough pitch variation, they get repetitive.
  • I think asteroid explosions would benefit in having a smoke sprite to mask the transition between rock and rock pieces. Also I think it would be cool to have rock pieces to glow in different degrees of orangeish to brownish colors as if they were overheated by te explosion or something like that.
  • Rotation of scrap pieces is a little too much imo.
  • I think little asteroids should move at least a little on impact with the moving ship.
  • Imo asteroid bits after the explosion are too smilar in size and shape, I would suggest using more sprites and a little more varied sizes.
  • A wave like space distortion (like a heat wave) on main thruster activation would be really cool to have.

On a more general feedback:

  • Square shaped asteroids feel unnatural.
  • I would like the guns to lock on the closest meteor, the lock in system seems a little random rn.
Submitted

Hey, here are my first impressions:

  • Felt a bit weird to mine asteroids with bullets - I would expect more of a laser cutter type weapons or perhaps mining explosives.
  • Movement felt quite good, I liked the amount of inertia the ship had. What I missed though was having directional thrusters for breaking or more precise manoeuvres.
  • I expected to be able to aim or lock another target with right stick.
  • Scrap fragments had weird trajectory sometimes.
  • Screen shake felt too harsh when I attached double turret

I remember quite liking controls in this game - Jitter (has free demo), maybe it could be a useful reference for you.

Overall this looks very promising, if it turns out anywhere close to 'Dome Keeper in space' I'd definitely play it.

Submitted (1 edit)

Firstly Congrats! I really liked this game, and played more than 20-30 + minutes I guess. Here is my 2 cents on the design and game feel. 

I think in this prototype the feeling of the ship is a bit drifting. I either want to go faster and have more control over the ship or just be really careful not to hit something and takes things really slowly. I feel constantly trying to be slow (cause the fuel is just draining really quickly even without the boost) and move really carefully is not fun. Then you either strategize really quick and short intervals of extraction or you go really slowly (reverse driving doesnt take fuel so game actually encourages this) and earn a lot of scrap in one run. If the game meant to be an incremental game with adding fuel upgrades in the early stages maybe that wouldn't feel like this.  I also felt opening up the menu and redeploy taking some time and that makes the quick-short extraction feel less good. Currently hitting the rocks may not damage you, but it takes your whole velocity immediately and this makes the control of the ship not fun. I rather want taking some damage but going through the meteors with loss on my velocity, at least it's not 0 immediately :) And there'd be shield and other upgrades focusing on this as well?  

And oh the rockets, rockets are so fun :) If there were upgrades to make more money earlier I would definitely do it to get rockets faster. I stopped after playing with rockets cause I may give the game another run later. I recently played Astro Prospector which had a similar theme and really good game feel so I'd suggest looking at if you've not done so. 

And come on! The sicko graphics mode should be the default, the optional one should be to disabling :) 

Cheers; discord (ksnnacar)

Submitted

Really fun concept! I did enjoy the challenge of controlling the ship, it felt quite thematic.

Bit confused by the targeting priority sometimes even with asteroids right next to me the ship would shoot off the screen, maybe some kind of click targeting for the player would help with prioritisation? 

Looking forward to seeing where you take this idea in the future!

This is the 2nd video after I realised I messed up with unequipping my turret.

Hello! Here are my notes for feedback that I made while playing, and a recording. 

- Like the core concept - reminded me a bit of dome keeper

- Felt a little difficult to control but I wasn't sure if that was intentional or something we could upgrade later on

- I accidentally unequipped my turret on my first round and wasn't sure why it wasn't shooting. I realized watching the footage back but at the time it wasn't obvious. Maybe if the player has no weapons equipped some kind of warning/alert could pop up?

- Wasn't sure if using shift to boost used more fuel

- Wasn't sure what hitting obstacles did - the screen shake made me think that I was being hurt in some way but I couldn't see a health bar or see my fuel go down more when I hit something.

- Sometimes it wouldn't target the obstacles that were closest to me, which was a little confusing.

- Could definitely see the core loop being more addictive when I unlock more things.

This is the recording of where I messed up, I'll include the one where I played a little more in a separate comment since Itch won't let me upload both in one comment. 

Submitted(+1)

Hey I played this and posted my feedback on the discord!