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Astral Salvager's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #6 | 3.727 | 3.727 |
| Concept | #10 | 3.818 | 3.818 |
| Presentation | #15 | 3.818 | 3.818 |
| Overall | #19 | 3.409 | 3.409 |
| Use of the Limitation | #80 | 2.273 | 2.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
We are a two-person team called "Less is Pie." riverRobot: Junior Junk Retrieval Strategist / InsaneBanana: Licensed Space Garbage Decorator
Software used
Godot, Aseprite
Use of the limitation
We expanded upon the Greek myth of Phaethon and imagined what happened after the fall of the Sun Chariot. After Phaethon lost control of the Sun Chariot and was struck down by Zeus, the cosmos was left filled with valuable celestial debris. Players take the role of a space salvager, collecting debris while avoiding dangerous asteroids drifting through space. The myth became the foundation of both our game's setting and the collectible "space junk" gameplay loop.
Cookies eaten
We had just returned from a trip to Okinawa, Japan, so during the GameJam we survived on around 20 souvenir cookies :)
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Comments
I love games that forces me to do two things at once, it scratches a part of my brain that makes me wants to try again and again until it just works. Well done it’s fun! I thought on mobile it was more difficult because you can’t have one hand doing left-right while you’re managing the grid, but it works.
Imho the two tiny things that could make it funnier (for me at least) would be 1 - a better feedback on a completed line/set when the board clears up, because it’s a strong win and it should feel super rewarding 2 - not punishing the player for getting too many pieces. Just replacing the last one, because the game teaches you “dodge rock, collect parts” then suddenly collecting parts is negative, which feels like a betrayal.
Very solid entry, wp <333
Thank you so much for the incredibly thoughtful feedback! We’re really happy to hear the multitasking gameplay scratched that "one more try" part of your brain. And huge respect for playing on mobile too, we know the controls can get pretty hectic there.
Your suggestions are genuinely awesome. We totally agree that completing a line/set should feel more rewarding with stronger feedback, and your point about collecting too many pieces feeling contradictory makes a lot of sense. That kind of game feel and balance is something we’d definitely love to improve if we had more time during the jam, and in the future, too.
Thanks again for taking the time to write such detailed feedback and encouragement, we truly appreciate it :D
I really liked the arcade style of the game!!!!
Thanks! We’re really happy you enjoyed the arcade style :)
This was rather addictive, I have to say. I really want to suggest improvements, but every time I think of one, it occurs to me that it would change too much about the game that's important. The split attention part of the game was hard, but not impossible to overcome. However, dodging while managing the blocks did get kind of insane. I also didn't realize collecting too many in storage would cause damage. Even though for most of the time I didn't know what I was even doing, it was still a lot of fun to play, and I figured it out eventually.
Thank you so much for the detailed feedback! We’re really happy you still had fun even through the chaos. We intentionally kept the tutorials minimal because we wanted players to slowly discover the mechanics on their own, so it’s great to hear you eventually figured things out! Thanks again for playing and sharing your thoughts :D