On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Scrap LinkView game page

Fly far, shoot fast, link often.
Submitted by Threaded Lama Digital (@llama_ltd) — 4 hours, 36 minutes before the deadline
Add to collection

Play game

Scrap Link's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#32702.3113.100
Overall#35562.3353.133
Originality#35602.4603.300
Presentation#37032.2363.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Various different turrets connect to the main body. You could say they Join Together.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Good game!

Submitted(+2)

WOW! I like this kind of games but this game is awesome. Great concept, art, game design, music and all other features. Also, then I hold the pressed "space" button, then the music of guns connect to the game music and this is sooooo cool. Thank you for creating it, it is really wonderful game. Good luck in the next jams.

Submitted(+1)

Ok, this one is really fun. Things I loved about this:

  • The music/sound effects. Holding down space, the music and sound effects of you firing sync up and join together. The destruction you unleash becomes part of the music. Extremely satisfying.
  • The tradeoff between firepower and ship size. Easier to kill, harder to avoid damage.
  • The strategic choice for power-up placement. Placement matters as much as whether or not to grab it.
  • The health system: The way each individual component has it's own recharging health gives the player interesting choices to make. Do you attempt to dodge, or intentionally taking the hit to spread the damage out across fresh modules?

I played through twice. First time I got obliterated by the boss laser, second time I was whittled down to just my original ship and had to slog it out with the boss, which brings me to the only downside.

  • The boss fight gets boring if you're almost dead. With only one module left, I don't have the damage to kill the boss in a timely manner, but can also easily dodge incoming fire. Killing the boss becomes a route exercise. I'm not really in any danger, and just slowly watch his health chip away. I think adding some powerups to the boss fight would improve it greatly as:
    1. It increases the difficulty, making it harder to avoid damage.
    2. Lets you kill the boss quicker without nerfing the boss's health.
    3. It gives the player hope to get back into the fight after taking a heavy hit.

Also props for good sound design, pixel art, tight controls, power up variety, and enemy types. Well done.

Submitted(+1)

I really liked the "the more powerful you get the bigger of a target you are" component :)

Music could have been a bit faster paced.

I also really liked the difficulty progresseion. (The boss' hp might have been a bit much tho ^^)