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A jam submission

Scrapyard StarfighterView game page

a roguelike space-shooter where you use scrap to upgrade your ship
Submitted by CliveTheBird — 4 minutes, 43 seconds before the deadline
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Scrapyard Starfighter's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#64.0004.000
Accessibility#243.0483.048
Controls#273.5243.524
Audio#343.3813.381
Overall#353.3133.313
Theme#403.2863.286
Graphics#443.4763.476
Originality#1052.4762.476

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5

Game Description
A roguelike space shooter where you use scrap to upgrade your ship

How does your game tie into the theme?
The scrap you pick up is repurposed into upgrades

Source(s)
N/A

Discord Username(s)
rodthetroll

Participation Level (GWJ Only)
1

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Comments

Submitted

I played it for a bit and had a great time, it was entertaining! Good game!

Submitted

Ok, this one is probably the most fun submission I played in this jam. 

I like that there are different builds possible based on what weapon you use.

The time based waves are a problem because you can leave a lot of scrap behind. That's what makes Flamethrower more satisfying than other options, because usually when you kill an enemy, they are close enough to pick the loot automatically. :)

Submitted

Beat the game on my second playthrough! Did not realize there was a radar view, haha. Great job on the game. Controls felt smooth and firing weapons was satisfying. Did the flamethrower towards the end and man was that fun! Overall very strong submission. Good luck!

Submitted

I love the variation in weapons and movement upgrades. The flamethrower was very satisfying and the slower thruster had a nice effect. Very impressed by the polish and feel of the game. The pacing on some of the upgrades was slow but the overall it felt decently balanced and I had a great time. Love the minimap too. Really nice entry!

Submitted

Great submission, solid rouge-like! Game has really nice vibe!

Art is pretty good

Congratulations on your submission!

Submitted

First thing that stood out was the viewport size. The game felt too small in the window, and the text was difficult to read. Our game is also 640x360, but Itch has a setting for the embed viewport size, and we set ours to 1280x720, which makes it better fit a common 1080p monitor. I did see the fullscreen option was enabled and I did try it, but while taking notes it is not as nice.

This is a decent start. The movement was pretty good, though I wish there was a reverse. I like being able to shoot enemies while backing away. Though that could make collecting the scrap harder.

The waves being time based, rather than based on the number of enemies felt off, and resulted in lots of lost scrap. My biggest problem was losing all the scrap from the last enemies I just destroyed. It reduced my options for combat, as I needed to stay close to the enemies to collect the scrap before time ran out, instead of being able to circle back and collect later once the threats were dealt with. With a set number of enemies you could even do an auto-collect of all the scrap remaining at wave end, with the assumption the player would go collect it while it was safe. While it is a game and you can do what you want, it did feel odd having everything reset after a timer ran out. Where did all the enemies, weapons fire, and scrap go? I like story, so maybe if there was a bit of story as to the setting with something about you warping into and out of the combat zone, it would feel better. I'm also a bit of a completionist, and wanted to keep deal with all the remaining enemies on screen.

The controls could use improving. I prefer WASD for movement in general, but especially if you are going to use the mouse for menus in the middle of the game. It helps if the controls in a game are consistent. If keyboard is meant to be the main input, then you should make everything work from keyboard. Either using arrows/tab to move between elements, or shortcuts to select options (such as using the number keys). On the other hand, if wanting to use the mouse for some elements, the keyboard should compliment it. Let one hand always stay on the mouse, the other do everything on the keyboard. In this case you could easily use WASD for movement, along with X for firing. Personally, I'd use WASD for movement plus Space or left mouse click to fire. Having the player need to keep moving their hand back and forth between mouse and keyboard, especially with that hand being the controls needed to move in combat (at least if right handed), is annoying. The combat controls worked fine when in combat, it was just the switch at wave start/end that was the issue.

The upgrades were good, and gave some nice options for how you want to play. I would like to see something indicating which upgrades replace parts, vs adding a new one. In some games you can have multiple weapons, so when I got my first new weapon I wasn't sure if would replace, or add an additional one. After getting it, it showed up again. Since it had a level, I got it a second time expecting it to level up, but it looked like nothing happened. Later I got a weapon upgrade option, and see that your upgrade system upgrades each of the 4 core slots, regardless of the item in the slot. In this case, it would be nice if the weapon you currently have equipped did not show up as an option to purchase, since it would not do anything but use up your scrap.

I was surprised the first time I got an out of bounds message. Space is big and I didn't expect an area edge limit. The message was clear, and the time to get back in bounds was enough that I did not have any trouble doing so. Once I knew about it I was able to plan around it.

Overall, it was a good jam submission.

Submitted

I like how responsive the shooting feels

Submitted (1 edit)

Really fun game! I wish I could have used WASD for movement tho.

We had an upgrade system in the pipeline too, but sadly weren't able to fully implement in time, great job on the upgrade system!

I didn't like that you ain't got time to collect your loot at the end of waves, was this a design choice that was made on purpose?

Developer

Thank you! I had originally planned for scrap collection to be a problem for the player to solve, with upgrades that increase your collection radius but unfortunately I never got round to implementing it

Submitted

I see, well, there's only so much you can do in a limited amount of time, I can relate.

Submitted (1 edit)

Fun game! I like how you mentioned get to wave 10 to beat the game so I had that as a goal.Obv gameplay isn't unique, but for what it's trying to be I think you did a very good job! I liked the graphics and how many upgrades it had.
Oh btw it lagged a bit on every wave when I killed the first enemy. Do you maybe know why that is happening?

Developer

thanks for the review! It wasn't lagging in the editor but I noticed that same issue in the web build. I think its caused by the particle effects because the same thing happens when you use the flamethrower and engine for the first time, I'll have to look into it!

Submitted (1 edit)

“I would like to play a demake of Nova Drift, sure!”

The concept isn’t very original and the theme feels rather tenous to me, but I had a good time playing the game.

The controls are good, no lag or anything, I felt in control al the time.

The audio was simple, but fitting the aesthetics. I would appreciate volume controls though.

The graphics is nice, but the default screen size is too small and text is rendered unreadable, which makes the upgrade system unusable. Switching to fullscreen solved this issue. EDIT: forget to write my feelings otherwise: I think the pixel aesthetics were a good choice and I liked the graphics overall.

The enemy variety is good, the gameplay was changing over the course of the game. The upgrades are nice and impactful, except when I levelled up my gun I didn’t notice any change. Maybe it did more damage? I hoped it would get a faster fire rate or more projectiles…

I hoped for a boss fight in wave 10, but it was just the same wave of enemies as the previous waves. I think this is a missed opportunity. Even an enlarged copy of existing enemy with increased health would work fine for me.

Developer

never heard of nova drift but it looks like it was made in more than 9 days lol

Submitted

Of course :-)

Nova Drift is pretty cool, if you are into Asteroids-like games and roguelikes, check it out! (I am not related to it in any way.)

Developer

i'll have to check it out, its even on sale

Submitted

Really polished game and I loved the hard movement!

Developer

thank you!

Submitted

That was a creative game. I really liked all the upgrade options. Your game was simple, streamlined and well-structured. Plus it was fun!

Well done!

Developer(+1)

thank you! our games look similar and I like yours too!

Submitted

Fun game! I really liked how my build started coming together with the gravity engine, pulse canons, and booster wings. Movement was wonderful! Enemies are hard at times but forgiving. Genuinely couldn't ask for more!

Developer

Thank you so much!

Submitted

Fun game 👍

Developer

thank you!