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Shiploads of Salvage!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the theme | #8 | 4.500 | 4.500 |
| Enjoyment | #12 | 3.500 | 3.500 |
| Overall | #19 | 3.375 | 3.375 |
| Originality | #22 | 3.000 | 3.000 |
| Presentation (Look, Sound, Feel) | #26 | 2.500 | 2.500 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game tie into the "Salvage" theme
I liked the idea of salvaging wreckage/trash from the sea- so built a very basic gameplay loop around salvaging things and using it to upgrade the boat with the scraps.
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Comments
Hello! I enjoyed playing your game, the mechanic is really addictive, I really like the gameloop & all of the upgrades. One small suggestion is that you make it so that the hook can pick up multiple bits of cargo at once. This would make the depth upgrade feel a bit more satisfying, because you could start to collect more quickly.
Good job on balancing all of the upgrades! It was satisfying to play through the game and continually improve.
Thank you for the feedback, friend!
Love the multiple cargo idea- maybe even add an extra hidden modifier that increases the chance of multi cargo as the level scales up. Appreciate you!
Kudos on having a clear idea for the theme and doing a feasible gameloop for the time frame. The thing I enjoyed the most is the idea of the game, I think it has potential and I would love to know how would you enhance it if you had the chance? maybe adding an ending? or perhaps some opposition factor?
Nice job sticking to the theme :)
Thanks for your time and feedback mate!
I'd heard horror stories about over-scoping in game jams, so I purposefully kept it as minimal and bare-bones as possible for this one!
If I had more time, the next iterations would fall into two camps:
Polish and presentation: Sprite sheets for more characterful animations, a fleshed out dock scene, more immersive sound design.
Core Gameplay loop: Add more upgrades/side-grades, different oceans with higher-tier loot but with equipment requirements, random events like storms, sharks, seasickness which require some kind of player skill-check to overcome, and can offer some kind of reward.
Other: Give the character some more context, probably through their interaction with the world. Perhaps some NPCs so we can see how the other inhabitants of the world see the character. This is definitely out of scope for a jam though!
I played your game, and you chose a pretty addictive core mechanic. However, there are a few things that could be improved. I'd suggest making the first sonar upgrade available from the very beginning. Seeing an empty sea with no visible trash is a bit confusing at first. It would also be nice to add a little more movement and feedback. For example, flipping the boat when moving left, keeping the sea's edge in subtle but constant motion, and adding a small effect when the player hooks some trash would make the game feel much more alive. These small changes could make a noticeable difference to the overall feel of the game.
Thank you for the detailed and thorough feedback mate!
The insight with the sonar upgrade is really useful- it'll be one of the first things I add in the next build, thanks!
The x axis flip should be pretty easy to implement too, that's going on the list.
I wanted to go down the sprite sheet route for some nice idle/casting the hook animations, but ran out of time.
Having the sea move and/or having something in motion towards the surface is an excellent thought too.
Once again, thank you so much for taking the time!