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Trashure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #18 | 3.762 | 3.762 |
Presentation | #34 | 3.143 | 3.143 |
Overall | #36 | 3.143 | 3.143 |
Fun | #50 | 2.524 | 2.524 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The idea of an automation game where you clean up a WALL-E style trash planet is really interesting to me!
But I'm honestly not really sure what's going on. The game said I won, so yay. I got there more or less by randomly building stuff. I occasionally built new plowers to plow recycler output and send it off to stuck plowers. That feels sort of wasteful, I guess? Or maybe I could build new recyclers with their output near stuck plowers. I played around with that idea a bit, but I don't know if it was any good.
I ran across some bugs or minor issues:
I wonder what's going on with the shadows in the web build. At least in my browser, shadows are missing from the top 200px or so of the screen. I feel like I've seen similar shadow issues with orthographic cameras but can't dig up any existing bevy github issues about it. Maybe you could file one?
It is possible to build multiple recyclers on top of each other while they are still in the "being built" phase.
It seemed like whatever mechanism was "detaching" voxels and sending them off to other places was not leaving a perfect mesh behind. I would see some faces of the voxel seemingly "left behind" until some amount of time later when things seemingly got remeshed or something.
I wish the last tutorial text would have gone away at some point.
Here's a screenshot showing the funky meshes and lack of shadows. I'm on an m1 macbook using chrome.
Thank you so much for this very thoughtful comment!
To be honest, I think I bit much more than I could chew in one week. Or actually, I just started implementing systems and objects, hoping to make it up as I went along. So in the end of the jam, using what I had, I added a basic win condition to make it at least finisheable in some sense. You discovered one strategy, another one would be to rotate the plowers from time to time.
So this game could be, let's say considered a "first five minutes" of a game that could probably be. I'm definitely curious about the design space that is constrained by having all resources as voxels (so that you can't "store" them simply in a small box, they are always overflowing around). Something like Wilmot's Warehouse + Factorio.
Re: Shadows, interesting, i will check it out. Probably some kind of a shadow distance issue, together with me being sloppy about scales and depths of camera. I doubt it's a bevy bug.
The lost voxel sides, yeah, I think that either I'm using bevy-meshem wrong, or it's their bug. I tried some fixes, including full rebuild of the mesh from time to time, but it didn't help much. I'm thinking about the possibility of making a shader-powered voxel renderer, especially for the simple cases like mine (when I only ever use one camera angle).
Two other bugs, yeah, I ran out of time to polish it unfortunately.
> rotate the plowers from time to time.
Oh wow, didn't think to try that. Assumed it wouldn't be possible for some reason.
Really nice concept. Indicators are cool. Took me a while to figure things out. With some work, could be a fun game!
Your game has a very nice look - I love the colors and the isometric perspective.