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A jam submission

Rust HackerView game page

Scavenge parts from the ewaste bin to build your botnet
Submitted by Tabby — 10 hours, 7 minutes before the deadline
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Rust Hacker's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#94.0034.167
Originality#283.7633.917
Controls#373.2833.417
Overall#423.2713.405
Fun#423.2833.417
Accessibility#442.7222.833
Audio#633.0423.167
Graphics#872.8022.917

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.5.1

Game Description
Scavenge parts from the ewaste bin to build your botnet!

How does your game tie into the theme?
You collect discarded parts from the ewaste bin and repurpose them into computers and other devices

Source(s)
https://github.com/tabby-cat-nya/RustHacker

Discord Username(s)
tabby__cat

Participation Level (GWJ Only)
2

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Comments

Submitted(+1)

It took me a hot second to get used to the UI, but once I clicked around and comprehended what I was doing, I really got into it. I enjoyed eviscerating X 😅 Nice submission!

Submitted(+1)

I had a lot of fun with this. Was just 1 laptop away from getting past the microsoft level! Great progression! The UI was a little scattered and probably could have been a single pager or a set of hotkeyed tabs. The crafting was really cool but I had nothing to do with the spare PSUs other than sell them. Fun stuff!

Submitted(+1)

First of all - you really need to point player to that loot button, because I spent few minutes trying to figure out how can I start playing.

But once I found out and started all that salvaging, building, selling and istalling, I had a surprisingly good time. That feeling when you salvage expensive component is addicting.

Once you discover all features, the UI is kind of functional. Visually - I think there is a space for improvement to get some visual identity (but this can be subjective).

I would also welcome some sound effects.

I think it is a good game you have here.

Submitted(+1)

I did not have as much trouble because I read your reply to Dragon's Isle before playing. The game is fun just not much of a challenge more like a gamble using scraps. I think it need some kind of gameplay element that gave me a bit more urgency as far as the bot net goes. Maybe like instead of "bot net power" it had increased the speed of the hack for every time I got more "bot net power" and I saw the progression go up faster. That would of made me feel more urgent. 

Submitted(+1)

This was fun. I liked trying to figure out the best moves to maximize the results.

The UI could use some work, and a tutorial would be helpful. Obviously how to start is an important detail, but there were some other points that could use explaining. I initially thought that the hacking/botnet points would accumulate per day, so debated adding a gaming PC immediately, or waiting to build a server, figuring the extra points from a gaming PC running sooner might outweigh the increased power of a server. Once I played a bit more I learned that it is the total power that matters, regardless of when it is added, changed the calculation. I then favored waiting until I could build servers with the GPUs & gaming PCs. With the repurposing of parts, it would be nice to be able to pull an in-service gaming PC back to add it to a server. The left side feels like it has a lot of unused space. Rather than needing to scroll so much, it would be nice if the Recipe Book and Salvage info stretched to the full height. It would also be nice if the Server entry was moved up next to the other ones that are part of the botnet. You have sevral items with colored backgrounds, but I was not sure what they signified. It would be nice if the items you could add to the botnet had their own color. Perhaps sale only items like the data disk and UPS could have a dedicated color as well.

The quick move was very nice to have, and I used it a lot. Another shortcut that would be nice would be being able to click a recipe that you have all the components for and have it auto-fill the workbench.

The biggest issue I ran into, was running out of space in the inventory. I'm guessing this was a design choice. The way things are now I could see combining the Workbench and E-Waste screens, though that would allow using each for extra temporary storage as you are working, and might take away some of the limit currently in place. I lost a few items when I wasn't paying attention to my inventory and clicked loot a few times too many.

Having the sale of items take 15 time, but looting take 10 make selling a tough choice. I often held on to sale items waiting to get a second so I didn't waste that extra 5 time units. With the inventory limit that meant using up an extra slot for a while. In general. selling rarely seemed worth it and I often trashed items instead due to the time limits. I only sold UPSs, Data Disks, and GPUs (if I had a lot), unless I was out of space and only had 1 of them to sell, in which case I'd sell something else to not waste the time. I could see raising the sale price to 20, if you want to keep it as more than looting, or reducing it down to 10 to be the same as looting. The time cost still makes it not something I'd want to do often.

I managed to get to hacking X, and was just a bit short. My final was 61GHz + $280.

Developer(+1)

Wow! thankyou for such detailed feedback! I’ll definitely be considering your notes next time I work on the game. Particularly I find the idea of having botnet power accrue as time/days pass is quite interesting and something I might experiment with - It’s also given me the idea of devices/items that passively do things while they are held in your inventory as time passes, a trade off of inventory space for various positive effects. Thanks again,

  • Tabby
Submitted(+1)

I was unable to play. The game loads. I can navigate around to different screens and tabs, and hover shows tool tips, but I cannot move any items. I've tried click and drag as well as click, and shift-click. I've tried pressing various keys on the keyboard, and clicking on every button I see on screen. I initially focused on the recipes and the salvage, primarily it looks like the salvage is where I should be able to move stuff from, but I clicked around when that did not work.

Developer(+1)

Ah sorry, I need to work on the tutorial for the game, The Recipe book and scavenge recipes are just example items. To get items items you can use, you first need to loot the ewaste bin image.png

Submitted(+1)

Thanks. I thought it was to loot the items in the grid below, rather than populating it. Still, not sure how I missed clicking on that one, when I was trying everything.

The big banner above the salvage tab draws too much attention as the place to start. It would be good to at least have a similar banner by the button that starts the gameplay loop, along with starting the player on that screen.

I've not played through anything more than testing this, so I'll leave more feedback once I have.

Submitted(+1)

fun idea!
I had a great time trying this out 
I must say it took me a small moment to understand how to navigate the game

Submitted(+1)

Well this is a cool entry! I appreciate and respect the work that ui took wow. It took a time for me to get the hang of it, def need a tutorial . Great work!

Developer

yeah the tutorial does need some work, thanks for playing~

Submitted(+1)

The gameplay strategy was really cool, it felt like I had to think through my options before making a decision if I wanted to maximise my botnet power. Also I really liked the music.

Everything looked really polished, the only small bug I found was if you switch screens with 1 object in the trash icon (and don't click delete)then you lose that object forever. But that's super tiny; overall the game was super fun and felt like a complete experience!

Developer(+1)

Thanks for playing and providing feedback~ I’ll note down the minor bug and have it fixed for the postjam build :3