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BSI Industries: Ship Builder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #733 | 4.000 | 4.000 |
Overall | #1126 | 3.620 | 3.620 |
Creativity | #1359 | 3.639 | 3.639 |
Enjoyment | #1844 | 3.222 | 3.222 |
Ranked from 36 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?
The player has to build space ships while maneuvering through a hangar. The scale of the chassis can increase in later shifts, and the player has to manage more ship building contracts at once under the deadline.
Development Time
96 hours
(Optional) Please credit all assets you've used
All of our assets were custom made for the game jam by our team members. See description for full credits.
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Comments
Took me a sec to understand what I was supposed to do (absolutely my fault for not reading the itch.io page lmao), but after I got it I really enjoyed it! The core concept is fun, I love the graphics and, even though the parkour feels out of place, I liked it :D
Extra points for providing a Linux build, I'm tired of having to "wine" through most entries here (;
Thank you for giving it time and figuring it out! Like most game jams we ran out of time and the tutorial was a last minute thing. Thanks again for checking it out! :)
There's a really neat concept here, but it feels hampered by a lack of information available to the player. Being unable to tell the costs and how much each part contributed was a bit painful at times, and the tutorialization felt a little misleading - it took me forever to figure out how to change between the different parts. Still, what you did manage to achieve in the timeframe was very impressive, nice work!
We appreciate the great feedback! Our scope was definitely ambitious! Unfortunately we ran out of time and the small details usually suffer. We appreciate you spending some time with it and figuring out how to play! :)
I don't get why we gotta parkour around the ship, seems unnecessary. The timer is too short for us to parkour around while building all the required parts. Other than that, the models and the futuristic vibe in the game is really great and it's pretty solid entry.
The lore reason for the wall running is that the hangar is normally a zero-g environment, but the gravity machines aren't working properly and BSI Industries still needs you to hit your shift quotas. The real reason is that when we started development, the two programmers on our team decided to split the work, with one of us adding fun parkour movement and the other adding the ship building. Later on, we realized that there was no need to parkour if the player could just walk around the ships, so we decided to remove the floor and go for a star wars-esque chasm station where you've got to wallrun around. XD
We ran out of time to expand on the tutorial, but I think I'll add an "Instructions" section to the itch.io page.
This game has some potential, but it's very rough around the edges. The UI of selecting ship parts was clunky because you could barely see what they look like in the kiosk, you could only see its name by scrolling through your hud, and you couldn't see its stats. For placing them onto the ship, it would be nice to rotate the parts before welding them, because it's very finicky to get parts like the weapons to align right. The parkour part is cool, but it didn't feel essential to the gameplay.
Overall, it needs more refinement, but I could see a version of this being good. Good work so far.
I'm gonna have to agree with some of the other commenters, that this game seems to be having an identity crisis. Like why am I running around wall jumping on vertical platforms like that just to weld some parts onto a ship? There are some transparency and text color problems which hurts the readability of the on-screen text.
Also, I didn't quite get what I had to do. I feel like you did try to guide the player by writing instructions on the screen, but I also feel like those instructions weren't that clear, which makes me feel a bit stupid for not understanding, lol.
Clearly you worked your asses off trying to pull this off, but it's also pretty obvious that you had some difficulties prioritizing your dev tasks. That's unfortunately hurting the gameplay experience for me, and it's a real shame, because I actually think what you guys made looks really cool, and the game gives me Satisfactory / Deep Rock Galactic vibes. Scoping and focus is all you need more of! Keep making games please, cause I see the potential for sure :)
The lore reason for the wall running is that the hangar is normally a zero-g environment, but the gravity machines aren't working properly and BSI Industries still needs you to hit your shift quotas. The real reason is that when we started development, the two programmers on our team decided to split the work, with one of us adding fun parkour movement and the other adding the ship building. Later on, we realized that there was no need to parkour if the player could just walk around the ships, so we decided to remove the floor and go for a star wars-esque chasm station where you've got to wallrun around. XD
We ran out of time to expand on the tutorial, but I think I'll add an "Instructions" section to the itch.io page.
There's gotta be some Hardspace: Shipbreaker inspiration here, and I love it! This is such a cool premise, and a great take on the theme. I may be incredibly biased as a big sci-fi nut, but who doesn't want to put together gigantic spaceships of their own design? It may be rough around the edges, given the nature of it being a jam game, but I see potential in something I would genuinely enjoy playing a full version of. Maybe Shipbreaker had the right idea with longer, slower shifts that let you chill out despite the constant, imminent danger. Great job, you guys!
Also, don't think I didn't catch that Titanfall wallrun/double jump! Chef's kiss.
It's cool how much you managed to get done. I can tell this was a monumental effort, good job!
I did feel a little throw of being tossed into the middle of it with no rails. The text popups helped a little bit, but they seemed to be on trigger volumes around the object that I needed to interact with. That made it hard for me to decide the proper order of operations at the start, and I had to figure it out through trial and error.
Also, I felt like the game was having an identity crisis. The parkour mechanics were cool, but I almost felt like they were more of a chore than anything when I was trying to focus on building a ship and needed to go back and forth to the consoles often. I think this has a lot of potential, but it needs some playtesting and time to cook.
Regardless, great work in the timeframe!
Yep, there's a bit of truth to that. The tutorial popup system was written from scratch 30 minutes before the submission deadline after we realized that the whole ticket board + contract system was somewhat unintuitive. As for the identity crisis part, yeah, we realized a few hours before the end that the two mechanics didn't mesh together as well as we had originally hoped, but chose to stick with it through to the end anyway and make the levels simpler. :)
That sounds like a jam! We have to make those compromises!
It's still very impressive, regardless; great work!
Really cool idea, but a little difficult to plan in the game. I did not know how much each item was worth so it felt more like randomly placing. That could be something that comes with mastery though. Last little thing is so items feel like they would be oriented a certain way, but then wouldnt attach to the walls of the ship how I would expect. Really interesting idea, and fun execution, though it may be a bit iffy on the theme. Really cool work though!! :D
Yes, we didn't have quite enough time to flesh out the ship building aspect of the game, so some of the parts don't attach right. As for the theme, our take was that the size of the ship chassis can scale up between shifts, and you have to manage more contracts at the same time in later shifts. Plus, you're building spaceships, so we thought that was big enough. :)
Wow, there's so many games to look through this jam that when you find one this entertaining it makes it all worth it. Definitely agree with this being a hidden gem, even failing builds was fun. Hoping to see this into a fully fledged game.
Thank you for checking out our game! I've had some good laughs with the failing builds! Glad you enjoyed it!
15 stars! 15 stars! 15 stars! 15 stars! 15 stars! This is it. The best game of the jam. Right here.
Really appreciate the kind words!! I enjoyed your game as well! Great entry! :)
You guys seriously knocked it out of the park with this game. I have no clue how you managed to get this all done in just 4 days!
They're going to get tired of me saying it but our programmers and artist crushed it! Multiple all nighters!
We're really glad you liked it! :)
Wonderful aesthetics and ship building system! Absolutely worth the download and definite hidden gem! Fantastic work!
Thank you for the kind words! Staccoons is an absolute gem! Really enjoyed my time with it!
How did you manage to make a game like that in 96 hours wth, good job !! that's very polished !
Appreciate your kind words! Our programmers deserve all the credit!! ! They pulled multiple all nighters to get this thing done!
Thanks for trying our game! :)
Fun Game! Neon White Vibes, hope to see more out of this one, neon white x hardspace shipbreaker isn't something I expected to see but something I welcome with open arms, maybe faster movement and slightly less obtrusive UI would make the game even better
Thank you for the kind words! I'm really glad you saw some Neon White in the game, becuase the soundtrack was actually inspired by it.
I loved the solid clean art style. The gameplay loop is really fun and the building ship mechanic is really solid. If you're looking to develop this game further (I hope you do) I'd suggest an inventory and that you have to fly the ship to the market. Overall its a great game that's definitely worth playing.
Wish you the best of luck for the future.
Pretty cool and interesting game, took a moment to figure out what to do, I think a more detailed tutorial would help haha
Once I got the hang of it it was really fun and I kept wanting to do better, also the game looks and sounds great and truly gives the space station feeling.
Great job :)
Thank you for taking the time to figure it out! We definitely have some ideas on a better tutorial after the voting period. :)
great game! the sounds design and art are definite standouts, it can be a bit confusing at times but i figured it out after a bit of experimenting! very good job!! :D
Thank you for the kind words! Our artist really put in the work!
Cool game! I like how movement feels and the art is nice.
In my opinion don't know in advance how much each part type of the ship improves the stats feels a bit weird. Also, having some kind of bonus for placing the parts in specific location would encourage the player to move around more.
I like the dubbing and the sound desing, makes the game truly immersive.
Good job with your submission!
Thanks! Unfortunately, we ran out of time to really flesh out the ship building concept and show the stats for each part. We originally were going to have ship explosions, firepower accuracy, and all sorts of other fun stuff, but had to cut those features in the end due to time constraints.
Took me a bit of time to understand but still its really fun. I do agree with the previous comment. Multiplayer does fit this game. Good job to all of you!
Thanks Dimensional Space! Glad you enjoyed our game and I agree, multiplayer seems like a great addition! I'll be sure to play your game! :)
This is a really cool idea! Would love to see this as a multiplayer game where you can build ships together as fast as possible.
Thank you for trying our game! I definitely agree! Multiplayer would be a fun aspect. I'm sure there would be some fun chaos to be had!
Thanks so much for trying our game! That’s an excellent take, I think there would be some really interesting mechanics with multiplayer building.