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A jam submission

Scrap WarsView game page

Submission to GMTK Jam 2024
Submitted by Cortez (@corpsthese), PaulMagnus — 1 minute, 40 seconds before the deadline
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Scrap Wars's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#25183.2803.280
Enjoyment#26252.9802.980
Overall#28373.0733.073
Style#33032.9602.960

Ranked from 50 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?
You start with a tiny spaceship which you build up to a flying fortress

Development Time

96 hours

(Optional) Please credit all assets you've used
Most assets, font & laser sound by Kenney
https://kenney.nl/assets/category:2D?search=space&sort=update

Artworks by Petit comme un caillou
https://www.instagram.com/petit_comme_un_caillou/?hl=en

Main menu music is Galactic Rap by Kevin McLeod
https://www.youtube.com/watch?v=iEJk8oE7Ag4

Game music is Birth by Marvin Chiriguaya
https://freesound.org/people/Marvin_Chiriguaya/sounds/749975/

Logo made with Cool Text using their Gunmetal style & Star Jedi font by Boba Font
https://cooltext.com/
https://www.fontspace.com/star-jedi-font-f9641

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Comments

Viewing comments 17 to 1 of 37 · Previous page · First page
Submitted(+2)

cool game! it could use a bit more exciting effects and action but fun to play!

Submitted(+2)

Really solid and fun game and the camera zoom really makes the "scaling" part tangible. Two things I would've liked: 1.) Pause while building or at least let me decide when I'm ready for the next wave
2.) Faster and bigger bullets. Enemy bullets can stay slow so you get value out of your thrusters to dodge them, but player bullets being super slow feels very awkward.

Developer(+1)

We actually wanted to keep a real time thing going on, so you feel in a rush, but the difficulty makes it horrible D= We hope to balance things out after the jam, bullets might get on the list too.

I actually wanted to try your game, but you did it before :D

Submitted

Yeah, in my experience click+place gameplay doesnt mesh well with a hectic setting. Stressful, time attack games work better with buttons or maybe simple clicking. It can work with macros, but then it will still have an insanely steep learning curve if there are a lot of options (e.g. rts games).

Submitted(+2)

I'm too bad at the game but the concept is really cool, hard to switch between build and fight though

Submitted(+2)

The building mechanics are great and fun. On the other hand there are too many enemies spawning and destroying your ship constantly. Shooting could be a bit improved to make it feel more satisfying. More weapon/turret types would be a great too, but for a game made in such a short time it's good. Overall I like the game. Good work!

Developer(+1)

Thanks! Yeah, we did intend to have more different modules you could place on the ship, but there was only time to implement these ones. 😅 Will probably make an updated version with some balance tweaks and more time for building.

Submitted(+2)

Thank you for the treat! This is a realy Built to Scale and it inspires me really a lot!

Submitted(+2)

Cool game! I loved the building mechanics and the art was really nice! Good job!

Submitted(+2)

very cool ship construction space shooter!

Submitted(+2)

Cool mechanic! It was a bit tricky to build mid-combat, but overall the game was quite enjoyable!

Submitted(+2)

Impressive for a game made in such a short time. The bullets could use some speed but I it was interesting to create your own ship, the game was quite difficult and it was fun.

Submitted(+2)

Really impressive! Fun builder shooter. I ended up a sitting duck with no thrusters.

Developer

Thank you! That can certainly happen. 😝💀

Submitted(+2)

I really like the difficulty because it forces you to come up with creative solutions. also, the build system was smooth for gameplay. The strafing controls along with the normal controls were a bit much at once for me. Congrats on a great game! 

Submitted(+2)

Hey yo! The game is really interesting, and I have to say, quite complex for something made during a jam. The controls aren't easy at first, but you get the hang of them pretty quickly. Really great game!

Developer(+1)

Thank you! Yeah, we put a lot of effort into makin these fancy building mechanics. And, we didn't spend enough time actually playtesting and fine tuning it for ease of use. 🙃

Submitted(+2)

Nice game

Submitted(+2)

Perfectly paced tutorial. Like, seriously zero notes there I felt like the moment I equipped a thruster and started moving and then you just let go of my hand and let me shoot stuff was bang on.


Only critique i have is UX, would love to see more highlighting, object snapping, and juice across the board, but I imagine the limit there was time. Cool game, singular in its goals, bloat free, plays well.

i also LOVE LOVE LOVE the way the shield mechanic works. Just great. Innovative to be honest.

Developer

Wow, thanks! 🥳 I was thinking when the average person is probably going to play the game for 5 minutes starting out with a well flowing tutorial means a lot.

You are correct, there was no time to add juice, or much quality of life stuff. 😅

The shield bubble is inspired by "FTL: Faster Than Light", so not entirely original. It was the first thing that came to mind. :)

I'm curious, did you find the game difficult? How far did you get?

Developer

The shield and tutorial is all Paul’s work!

UX is me, I spent much more time on learning tilemap to build the ship than tweeking the UI. I wanted to add price and shortcuts directly on the button, sounds when you build or destroy a hull piece or an ennemy, but time flew yeah D=

Submitted

FEEL THAT

I still don't have a clue how one might treat a gameobject like a tile or the other way around, sure it's fairly simply once you know it but it's the knowing that takes many.. many many hours

Developer

You can create custom data for tiles but it’s not meant to change, if you do it will change to every single tile that is like this one. Each individual tile you draw doesn’t have its own data, it refers to the data of its “type”.

Helpful to identify if the tile is dirt, grass, water, and then do thing around this with code. Not useful to have health that goes up and down directly using the data.

At first I used a dictionary like {Vector2i(coordonates): Object_with_data} to store all the informations, so I could damage, repair, etc and the collision was done by the tilemap as usual. But after the jam actually refactored the whole system, when I place a tile it spawns a node that has a collision, sprite, code… It’s better to manage the collision since our ship is moving ^^’

Submitted(+1)

Your game crashed for me but I do like the overall premise of the game building a ship and then fighting in a bullet is a very unique compared to just getting random powerups

Developer(+1)

Thanks! Damn, I tought we found all the crashing bugs. 😅

Developer

Damn, if you are able to give more details about how it crashed, we might fix it for after the jam.

Submitted(+2)

i believe right before it crashed i was trying to apply another thruster and got hit by a rock

Developer (1 edit)

Oh ok, I think you just died. Dying closes the game, I forgot to make it load the main menu instead, that’s on me :/ I’ll add it for the itch page

Edit: I reproduced the but I think, earlier and just checked the code, it’s 99% sure it’s that

Submitted

Ah that makes sense thats for the clarification i thought i just imploded

really wanted to like it but the tutorial guy immediately flies off of the screen!

Developer (1 edit)

I don’t have this issue, make sure to play in fullscreen and follow him of course! The arrow is here to help. He’s actually scared of you, he forgot his gun home.

Developer

There's a yellow arrow always pointing at the tutorial guy, as well as the boss later.

Viewing comments 17 to 1 of 37 · Previous page · First page