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A jam submission

Adrift: STARSHIP//SALVAGEView game page

Explore procedurally generated derelict space stations, gather loot, and fight off any remaining hostile robots
Submitted by David Snopek (@snopekgames) — 19 minutes, 6 seconds before the deadline
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Adrift: STARSHIP//SALVAGE's itch.io page

Results

CriteriaRankScore*Raw Score
User experience - How well was the user interaction implemented.#113.3333.333
Fun factor - How much fun was the entry to play.#133.1113.111
Overall#162.8442.844
Audio - Did the entry make good use of audio?#172.8892.889
Theme incorporation - How well did the entry fit the theme.#242.5562.556
Originality - How original was the entry.#262.3332.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • This is a great concept, would be nice to see it more finished.

Godot version used
4.8

Required OpenXR features
XR controllers

What device(s) was used for development
Meta Quest 3

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Comments

Submitted(+1)

Nice procedural space station. I also wish there were joystick controls, or like make the hitbox for the lasers just the headset so you can dodge around them (a la Pistol Whip). Full 6DOF 0 gravity a la Lone Echo would also be cool given the setting (at least for those who are similarly fortunately motion-sickness immune). Also worked on steam frame fine (emulated), though there were some longer hitches when doing level loading/procgen (froze the main thread I guess)

Developer

Thanks for playing and the feedback!

Submitted(+1)

I really liked the dual wielding and everything ran smoothly for me. 

I did get a bit lost at one point and different enemy types would be cool! I thought the upgrades menu was funny though XD

Developer

Thanks for playing and the feedback!

I agree that the main missing thing is more enemy types (and I'm not even sure I managed to make the one enemy type all that fun). I plan to try to improve the enemies after the jam!

Submitted (1 edit) (+1)

Really fun game!

The combat felt tactical but i would prefer joystick controls because it would allow me to have more interesting gameplay, for example peaking or ducking.

Random suggestions:

  • add some sort of cover inside the rooms to hide from bots.
  • smaller bots for example turrets that would guard health-packs.

Overall felt polished and assets looked nice.

Developer

Thanks for playing and the feedback!

Submitted(+1)

That was pretty fun! I tried it standalone on my Pico 4 and the web build works pretty well, good job on the port, and it runs pretty nicely too!

I appreciate being able to dual wield the guns, it felt pretty satisfying. However, I found a bug: if you fire the gun too close to your face, you actually hit yourself 😅

Developer

Thanks for playing!

Did it the Pico APK work for you? And, do have an original Pico 4 or a Pico 4 Ultra?

I ask because I've got a Pico 4 Ultra and it works fine for me, however, @Cyber_h had issues with the controllers not working when they tested on an original Pico 4

Submitted

I played the web version on the original Pico 4 (so not Ultra). It worked fine for me.

Submitted(+1)

I really felt the lack of movement options. Teleport just is very jarring and doesn’t fit well it the ducking and diving the laser combat. The constant holding of the grip wasn’t the greatest. The reach pickup and shooting the door open with the guns was great. The overall vibe and polish felt good. There was some nasty frame drops at times esp with killing turrets. Audio was okay but lacked some variety and the pitch of the lasers got very monotonous and I wanted to turn off the audio. Didn’t feel like it fit the theme.

Overall I think it gely like a nice little game and I worry this comes across a bit negative but honestly nice to play. Just struggled a bit.

Developer

Thanks for playing and the feedback!

Jam Host

The framedrop issue is sadly a very well known one in Godot. Its because materials with shaders are spawning in where the new shader needs to be compile. The framedrops should stop once you play through things once in stuff gets cached. One trick I often use to combat this, is to apply all the shaders I have to a set of tiny cubes that get spawned in at the start of the game. XR Tools actually has a node that helps with that. 

Submitted(+1)

Sticking my hand out the window and teleporting on top of the station and then pushing my hand back through the glass to get down was a quick shortcut. Can't wait for some upgrades!

Developer

Heh, thanks for playing and finding ways to break the game :-)

Actually, walking across the top of the space station feels pretty great, I think I need to find an "official" way to work that into the game after the voting period is done

Jam Host

I actually had a door that went out into space, oops :)

Developer(+1)

The doors to space started out as an accident that I liked, so that's a "feature" now. :-) The skylights started that way too

Submitted(+1)

I recorded my playthough, it was fun!

Developer

Thanks for playing! And being able to watch a video of your playthrough is always so nice :-)