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A jam submission

Jacks CrewView game page

Clean toxic planets, build barriers to contain toxic tiles, and pay your debt in a 64x64 turn-based tactical game!
Submitted by zarms26 — 16 hours, 56 minutes before the deadline
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Jacks Crew's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#982.1572.750
Authenticity (or, Creativity in use of resolution)#1092.4513.125
Gameplay#1091.6672.125
Overall#1112.0102.562
Graphics#1131.7652.250

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Themes
Theme: Cleanup crew
How: Assume command of a galactic hazardous cleanup crew. Travel across procedurally generated sectors, contain environmental hazards, decontaminate toxic planetary surfaces, and earn enough credits to pay off your mounting corporate debt before your contract expires!

Tooling
Godot 4.7 and AI in code.

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Comments

Submitted

This is genuinely neat! The font does make it more difficult to get into than the actual entry barrier to the game, which is a shame. I played through several cycles, there's something really zen about the gameplay loop. A few things that I noticed / thoughts:

- I'm not actually certain there's much point to the barrier skill? At least I made it this far without using it a single time, which maybe oughtn't be the case for one of two mechanics.

- The tiles in the top row don't seem to give any Resources at all.

- Are the orange tiles meant to be infinite? Because the best strategy I came up with is simply: Jump to Purple planet. Roll dice, hope to roll high, and keep circling a cluster of Orange tiles, walking through empty tiles to turn them green on the way so you're constantly gaining resources.

- Small typo on the title screen: "Pay Youyr Debts" -> "Pay Your Debts"

I really did enjoy this — I played enough that my credits break free of the screen. Well done! 

Submitted

Really interesting concept. As others have said it was hard to read the text, but I really had a hard time understanding what I was doing. But that is probably just me :). Nice job anyways!

Developer

Thank you so much for playing Jacks Crew and for the kind words!

It's definitely not just you!

I'm planning to add (post-jam) a quick onboarding guide so players can jump in and understand the cleanup loop right away.

Thanks again for giving it a shot and leaving your feedback!
Submitted

A lot of information, but not a huge problem. It is actually appreciated. Without it, I wouldn't understand how to play this game. Once you grasp it, it is a fun experience. Nice job!

Developer(+1)

Thank you so much for the kind words and awesome review! I'm glad to hear you had a fun time with Jacks Crew once you got the hang of it.
It’s super rewarding to know that having all that data helped you grasp the mechanics and master the cleanup loop.
Thanks again for taking the time to play and review the game!
Submitted

Was a lot to take in for a tiny jam game, but very cool idea! Text was a bit hard to read in game :( 

Developer
Thank you so much for playing Jacks Crew and for the awesome feedback! I'm really glad you liked the idea.

Fitting a full tactical management loop into a tiny 64x64 resolution was a very fun challenge, but I completely agree that font legibility and information density were tricky to read!

I'm definitely planning a post-jam update to improve the font readability and information density . Thanks again for testing and reviewing the game!

Interesting ambitious concept but quite a lot of information that is only very difficult to parse from the very low resolution font… Also I was not quite sure what exactly is improved by the upgrades in the shop… And it was also difficult to tell how exactly the final state of the planet was calculated into reward money

Developer
Thank you so much for playing Jacks Crew and for the thoughtful feedback! I'm really glad you enjoyed the concept.

Fitting all the tactical information into a 64x64 resolution was a tough challenge, and your points about font readability and text density are completely valid.

To clear up your questions for your next run:
  • Shop Upgrades: BAT increases your max battery charges (more dice to roll), SHD reduces the planet's pollution spread chance (dark gray tiles), and BAR gives extra actions when placing barriers.
  • Reward Calculation: Final credits are calculated from the raw scrap (the yellow +number) gathered when you click on a tile + a bonus based on the percentage of cleaned tiles multiplied by the planet's resource rate.
I'll definitely streamline the UI, upgrade descriptions, and reward summaries for a post-jam update. Thanks again for taking the time to feedback!