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A jam submission

Dumpster Dive: RoboticsView game page

Metroidvania game jam submission.
Submitted by WigHz — 15 hours, 13 minutes before the deadline
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Dumpster Dive: Robotics's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#103.3333.333
Overall#133.4383.438
Design#143.3333.333
Presentation#203.5833.583
Metroidvania#213.5003.500

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Custom made

Team/Developer
Fredrik Wigert

Reference info
WigHz#9838

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Comments

Submitted(+1)

I really love the overall vibe of this. The music is great too. I felt like a weak spot were the controls, i felt like i wish I could have been able to jump just a little bit higher or farther, and it felt hard at times to get over certain enemies, especially since i couldn't hit them with the characters weapon. It was challenging, but I liked the mysterious feeling to it. I think the graphics could be slightly improved with some additional foreground background distinction, but I love the style. Good job and I'd love to see more!

Submitted (1 edit)

Nice game! Kinda hard tho, I hate the fact that I couldn't shoot as low as the enemy in the same platform as mine. Also, I thought that just by passing on the save spots I was saving the game, not that I had to click on it, so everytime I died it was back from the begining. My hud is pretty tiny, can't see my hp.

I liked all the juice and the fact that its a 2.5D like mine, very pretty graphics aswell and running smoothly! I also liked the music, very soothing and kind of makes me wan't to explore, somehow. It's pretty nice fitting.

Great game overall, solid submission!

Submitted

great game, prety juicy, love to explore and find more items, could be great at the end to have a side plus to collect the gold, because it seems innecesary.

one of my favorites.

Developer

Hi! Glad you enjoyed it!

Could you explain the last thing you wrote? I know there is no real meaning to the gold, but it does fill a purpose of guiding the player in some situations, ehm maybe only one (the one in the water down left). But please explain again what you meant :-)

Submitted

Yeah sure! oh right I didn't notice that it was used for guidance, It acomplish the objective. I felt more like gold was collectibles, could be nice, that collecting gold is a side quest, and some how at the end could be related with robots objetive, I saw message that could be valuable to robots owner at the console screen, but at the end could be more juicy when you collect it all, I didn't feel a reward for collecting the gold at the end, that would be a plus.

Developer

oh yes I agree. Some kind of 100% achievement unlocked. Good point! I didn't think of that, will take that with me in the future. 

Submitted

I really like the art style and I am amazed that your game is a 3d platformer in 2d viewpoint, that's interesting.  At first I didn't see the interactable cube (maybe that's a checkpoint?) and I moved very slow. After touching the cube I can move faster and jump, that's a bit confusing lol. But after all, very nice game! 

Developer

yes, it makes more sense if you read the "log" ( put cursor in lower left corner)

That system did not turn out very clear though.

Submitted

Really cool Art Style, gives kinda a Wall-E Feeling with all those Big Stone Plattforms

The Saving System is kinda irritating, took me like 10 times to die to figure it out, that i had to click it and found also the mouse button jump.

The Boss Design is well Done could be more polished since they seemed to bug sometimes in the corner or something.


I would prefer for myself a Shooting System that Aims to the Mouse direction. I can't imagine a theory why someone would attach a gun to a robot that is only capable of firing at one height.

This is just a Personal thing, i think.


Well done game!

Developer

Thank you for your feedback!

It got a little messed up, having point-and-click at all in the game. The engine was, before the jam, a diablo style game. So the interaction with portals and save stations is a remnant from that.

Up to the middle of the jam I had plans for an extra arm upgrade which lets the robot move blocks and more freely aim with the rockets. I realized i would not have time to get that in place, so he was left with a lore-wise stupid rocketlauncher, certainly :-D

Boss AI was buggy from time to time during development. Had hoped they all behaved well in the end. They go randomly between wait, patrol and attack, and the wait state is not at all polished for sure.


Thanks for all feedback and for playing my little game!

Submitted(+1)

Excellent game! I love the style, I love the intro, lots of work was put into the platforming and game design. The game plays great and has really nice polish (I also really love the robot tank dude, very likeable player character)

Submitted

I tried playing again, but I still have a hard time seeing the enemies. I'm sure I'm missing out on playing a great entry.

Developer

Hi! I've actually added a checkbox in settings. so if you try again, press esc and then go to settings, you should be able to get some real good contrast... Not my proudest piece of work, had som issues with how the shaders are working with fog and stuff :S

Submitted(+1)

Oh man, checking that box made a world of difference. My initial reaction was, "there's that many enemies on the screen?" Now that I've had a chance to play it, i feel like maybe the initial movement speed/velocity of the player feels a little slower than it should be? Near the first boss fight to the left of the game start, there's a collectable thats guarded by one of the smaller bots that shoot fire. You can't hit them if they are on the same surface as you so I figured I was supposed to do some hopping over it to collect. I never succeeding in not getting hit. So maybe its a combination of both? Maybe further in the game there is a power up that remedies this later on?

Mad props from implementing some accessibility so quickly. I don't think a lot of us even consider that. Maybe there should be an "Accessibility" jam where everyone tries to make a game that is accessible for all. That's just a "its morning and I still don't have my coffee yet" thought.

Overall, I'm impressed with this game and really appreciate the work you put in!

Developer

Glad it made a difference, although it bypassed most shading on the enemies because my materials were affected so much by "fog" giving a depth feeling... 

As for that specific gold nugget, I think you mean the one underneath the door and the flimmering light opening and closing it all the time? Yeah, it's a bitch to get in and out without losing health. However, there's a save station just above to the right, so you should be alright. It's one of the first parts of the entire map, and I forgot making it better in the end.

A friend of mine came up with a great suggestion: when landing after a jump, the rocket launcher should go lower, so that if you time it well, you can shoot at those robot vacuum ceiling fan enemies when on the same level.

Accessibility jam sounds nice! If there is none, maybe you could host one!

Submitted(+1)

That is a great suggest. Not only in terms of hitting lower targets, but also giving more of a "i just landed" visual and feel.

Submitted

Really enjoyed my time with Dumpster Dive: Robotics - To the point that I messaged you on discord to find out how many nuggets, thought I had them all, finished and had to play again!

Bosses were fun although a little easy and its a little easy to heal and beat the game just by camping the save points. Almost missed that I started with sprint.

The wall climb was fun and controled very intuitively also the animations and models were fun and cute, I liked the fans trying to blow me into water and the death roombas!


Everything felt good and the world was fun and rewarding to explore! Great job on finishing and submitting!

Developer

Those are some real kind words, sir! :)

Yeah, I suck at playing platformers, but also read that you get imba good at your own games, so I didn't want to make it too hard to finish, regarding easy bosses and plentiful save stations. "Almost missed that I started with sprint." - well there's the "noob-bridge" for that, hehe.

I put a lot of the jam time into making the protagonist feel good to control, so it's nice to hear it showed as well. The wall climb did mess up the rest of the jumping around experience a bit, so I thought I would end it pretty quick after that powerup. 

The table fans could probably have been a little meaner as well.

Submitted

Real fun! I got a little confused at the beginning because I didn't read the controls, but that's on me.

Developer

Yes, I never added any in game controls information... Hope you could continue after checking  them!