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Scrap Dog's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #13 | 3.455 | 3.455 |
| Fun Factor | #16 | 3.364 | 3.364 |
| Overall | #24 | 3.364 | 3.364 |
| Originality | #29 | 3.364 | 3.364 |
| Visuals | #40 | 3.091 | 3.091 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Was your game made solo or in a team?
Team
Did you use any third party assets?
No
Did you choose from one (or more) optional secondary themes?
No
Does your game contain any 18+ content?
No
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Comments
I really love the world and the top view, and the dialogues ! I would have wanted to see more, but the shop seems very fragile !!!!!!! Very enticing, make it a bit more progressive and less hard?
I liked the artstyle, especially the boss and his shop. The movements and bull speed were fast-paced enough to give this game a little bit of challenge lol. I failed twice out of I think 5 runs, and totally forgot to use the dash at all for the first four, which did help. No bugs, though!
I liked the SFX selection. The shotgun was maybe a bit roomy, instead of as boomy as it might have been; I think the pistol was actually my favorite sound. The music was also good for each setting it appeared in. In between encounters, the 'at rest' music sort of adds to the grunginess of the boss lol. Also, is he bobbing his head with the beat of the music? Fun submission!
Cool game! I've never seen it but is the salesman meant to look like the guy from Aqua Teen Hunger Force? Haha
Thank you for playing our game and the compliment we appreciate it greatly!!! It is supposed to be a cyberpunk rendition of Carl from ATHF I'm glad you picked that up even without seeing the show that means it was a success! x ) Thank you again for trying it out and reviewing our game!!!
Great work! Love the machine gun, like everyone who played the game imo. The shotgun just feels a little bad compared to the pistol in terms of playing sensation, maybe due to the lack of knockback when shooting at targets. I also loved the style of the shop owner, and the music is really good! Adding it was a good idea.
Great game! Keep going like this, you’re doing an awesome job!
Thank you so much for the kind words and for playing our game it means a lot!! fixing the shotgun and knockback were definitely some things we wanted to add but just didn't have the time to, will definitely add it in & fix it up when we revisit this 100%. Thank you though my background is in music primarily so I'm really glad you liked the soundtrack!!! Thank you again!!!! :>
Good work, very stylish game! I would suggest adding hp bars to enemies and a large shop HP bar fixed on screen, so the player knows if clankers are hitting it offscreen.
Thanks for taking the time to review our project! Lack of feedback and enemy UI seems so obvious after the fact. Game dev tunnel vision can be egregious.
Pretty nice little wave based shooter.
I like the mech designs and you’ve made a good use of lights to convey the nightly atmosphere. The scrapyard boss’s attitude kinda made me think like he’s a cyberpunk version of Sidorovitch :p i also liked the 3 weapon upgrade choices and the music was pretty rad as well.
The one issue i’ve had is that you have to roam around a bit to search for the enemies, since they can spawn from any direction, having a minimap would be cool to help and see where they come from.
Other than that it was some good fun, you guys did a good job :)
Thank you so much for the kind words!!! He is VERY akin to Sidorovich fr that's a great catch. xD and a mini map is a great idea! I would love to implement that if we continue this project, which we are definitely tossing the idea around to work on this further! I really appreciate you checking it out and reviewing it truly means a lot!!!
No problem just doin my part sharing my thoughts ^^
Haha well i’ve got no excuse i just played way too much STALKER SoC so that’s the first thing that came to mind XD
Hey this is cute and functional, a little buggy (left over enemies from a wave but the dialog starts as if its over, sounds clipping, lag on instancing though from my experience thats just a godot web thing). I like the different guns, I'm a machine gun kind of guy myself. The pixel art and writing for carl i mean the junk shop guy was quite charming.
Is there a way to see how much damage has been done to the junk shop? The failure message came out of nowhere I thought I was doing fine! With a little more info feedback to the player and some juice this thing would really shine, the premise is solid! Love the junkyard setting. Nice work!
Yeah the wave logic is based on enemy death but sometimes its been registering a single kill as multiple but usually very rarely which can cause the problem you ran into. I'm not sure how bug fixing works for the jam but I would definitely be down to go back in and give it some TLC! I'm glad you caught the reference for the junk boss though!!! xD The game gave me a sort of ATHF vibe so I thought it would be a cute thing to add x) I wanted to get a health bar that hovers over the junk shop as well, if we are able to go back and work further on our games either after the jam or even now I would love to do so!! This being my first jam and second game ever I'm still very new to it all. Thank you so much for the feedback and assistance though, I greatly appreciate you checking it out!!!
Thanks for taking the time to review us! I'm on the fence between the shotgun and the machine gun myself. Psi did a great job on the pixel art, they were practically an art factory in the last 4 days prior to submission. Do you have any juicing recommendations? This is psi's first jam ever and the first one I was able to allot any time to refinement so making things juicy and shiny is new to both of us.
particle effects, sound effects (I suggest using a teeny bit of pitch randomization so they sound less samey) camera movements (zoom in/out depending on how many enemies are on screen etc). knockback, making enemies flash or squash/stretch on hit, camera shake, etc. anything that enhances the gamefeel-- the more reactive to a players actions, using sounds or visuals, the more locked-in the player gets and the more satisfying it is to play. Tween everything you can-- instead of setting a hp bar to the new value, use a tween to animate it. when you get hit, shake the hp bar, shake the whole screen etc. it's all about enhancing what you've got happening on-screen and from the player inputs. these are just some ideas but you can find your own ways you like to juice up your games.
you guys did a great job! awesome work for a first jam for Psi. I find every jam builds skills and the next jam you can push further and further.
ogey, i haven't dig the game to the very end but I love it ! the aesthetic's great (even if I can't name or put words on it), this wave system .. it just works well, good job c:
Thank you so much for trying it out we appreciate that greatly!! I was calling it a sort of junkyard/trap-house/grungy MSDOS aesthetic it is quite different, I haven't done pixel art before so it was all new to me. x) Thank you again though it means a lot!!!
yeah the dude've definetly something from cyberpunk MSDOS point and clicks
Thank you kindly!