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A jam submission

EXTRACTOR (or why 4.24 years ago was the day Proxima Centauri b stood still)View game page

EXTRACTOR: an instrument used in extraction.
Submitted by C* Studios — 4 hours, 9 minutes before the deadline
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EXTRACTOR (or why 4.24 years ago was the day Proxima Centauri b stood still)'s itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#14.0004.000
Audio#14.6674.667
Concept#34.0004.000
Overall#43.3333.333
Use of Theme#42.6672.667
Creativity#53.3333.333
Gameplay#62.3332.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Tools used
Godot, Blender, FLStudio, Figma

Team-mates (if applicable)
I've worked solo.

How it fits the themes
Proxima Centauri b, colonized in 2110, just 7 years later lies still, the colonists have disappeared, all that remains is drones, and a mystery.

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Comments

Submitted(+1)

I was really looking forward to trying the game; I had a feeling it was going to be great.

I wasn't wrong—I really liked it, especially the atmosphere, the style, and the great concept. Even so, I was left feeling quite disappointed.

The game has two names, but "Extractor" stands out—it's constantly emphasized in the glossary—yet I feel it doesn't really relate much to the actual gameplay; I expected a game with lore centered on extracting something from the planet.

I loved the scenes and cinematics, but they felt vague and lacked a clear purpose.

If you ever release an update, please optimize it a bit (I was getting 6–8 fps on the surface), refine the objectives and lore, and add more gameplay depth. The weapon and enemies felt like they were just thrown in arbitrarily; you could do something with the computers and screens scattered around (at least, I think that's what they are).

The idea has potential, but it’s very vague and short.

Still, for a game made in just 10 days, it’s very polished. Congratulations!

Submitted(+1)

I wanted to like this game, it's such a cool concept and has insanely cool visuals and audio design. But tbh I didn't like the gameplay too much. It felt like a walking simulator where there's sometimes something to do.

Turning on the generator and the relay is entirely optional. The game tells you that it's important to follow commands, and punishes you for trying to leave the area or put the wrong code in the elevator, but there isn't a single reprecussion or even change in how the ending scene plays out for going straight to the elevator as soon as you load in. There is no incentive to turn the generator on at all, since doing so doesn't turn the lights on in any of the other buildings, and the only thing that it allows you to do is turn on the relay which also does nothing except change what command is on your screen.

The game gives you a gun, for the sole purpose of the 2 enemies that are there. 2 whole enemies, that barely do anything other than run away. I understand that one of the points this game makes is how empty the place is, but I feel like not much would change if you removed the gun and those 2 enemies.

I don't know what the Gimbal///Limit does, I think it's something to do with the parts to the code? But it felt to random.

Please add a pop-up text that says "Press E to interact" when you can interact with something, I spent way too long pressing random keys while looking at everything in the generator room,  or at the very least SOMETHING that tells you that at some point.

Why is the robot we play as called "extractor"? From the commands we're given it feels like we're more of a reconossance/repair bot with a gun. Is the 'extractor' meant to mean the colony as a whole? I understand that time was limited, and you wanted to make sure the game was as polished as it could be (don't get me wrong this game is extremely polished for a 10 day game jam), but I feel like I'm not wrong in thinking I would be tasked with retrieving some material or object going into this, especially given the fact that the words 'Extractor' 'Extraction' and 'Extract' all have their definitions posted on the thumbnail and menu.

And lastly, I feel like the ending was too vauge and abrupt. Watching the elevator descend to the depths of the planet and going through the final halls was such an amazing buildup scene, the ambiance and vibe of this game are insanely well done and are able to build up a lot of suspense. Only the buildup is then given the climax of "It died". That's it. No explanation as to how, nothing that builds on the fact that the planet is an organism aparently. Given the area around the heart and what I think was some mechanical additions to it and the fact that the elevator was under the drill, I think the creators were going for the planet's death being caused by human activity; an environmentalist message, but I feel like there isn't enough other examples of human exploitation shown in the game to imply that, not even a "We killed it." addition to the text.

Submitted(+1)

Very nice game, Masterful sound design and a fun play in general.

If i were to complain...

The game has no options or control guides, i would've probably been able to beat the game if i knew the controls.

What do the shooting robots do? It's hard to kill them and hard to die to them.

Loved it!

Submitted(+1)

Hey, what are you supposed to do with the glowy symbol thingies? (Or what am i supposed to do in general?) I'm kinda lost and don't wanna review the game until i experience it fully.

Developer

Hi, I've just noticed a pretty big bug (you will notice when you play it) but i'd check under the drill.