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A jam submission

Scrap HiveView game page

Piece together your escape from this red haze of a scrap hive
Submitted by yumaikas (@yumaikas), Winfield Carson, years — 2 days, 8 minutes before the deadline
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Scrap Hive's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#44.3334.333
Overall#113.7713.771
Design#123.9173.917
Enjoyment#213.3333.333
Presentation#253.5003.500

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

Engine
Godot

Team/Developer
yumaikas, mika, winfieldcarson ( https://winfieldbcarsonv.com/ ), Galactica M.

External assets
Miscellaneous sounds by Kenny.nl

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Comments

Submitted(+1)

I don't know why I enjoyed this game so much. I swear the bats have more hp than the bosses.

Developer

It helps that the bats run away as soon as they hit you, or you hit them, where the bosses all stay aggressive.

They’re meant to be a game-long presence, something that helps remind you of where you were, and where you’ve gone.

Submitted(+2)

Really cool retro 3D game! Lot of level design which make player need keep self challenge in order to go to next place. Boss fight kind cool which require player use things around to defeat boss. 

(+2)

Fantastically done! Level design is especially strong, ridiculously so for a level of this size within the scope of even a month-long game jam. Beat it with all the memos. :D

Submitted(+2)

Great retro art aesthetic -- reminds me of so many things from my childhood. Loved the music as well; was bit choppy but that may have been the web version. Gameplay was fairly solid, especially once you get the wrench. Bit puzzled by the end boss; got both of the launchers red but then died trying to figure out the next step. Think maybe the spike enemies need to be stunned or something, as once you hit them they just keep coming and you get hit anyway. Overall, like it a lot!

Developer

If you only got as far as the missile launcher boss, you’ve only seen 1/3rd what the game has to offer. There’s shouldn’t be much more to that boss than hitting each launcher once or twice more. If the crusher above it has stopped moving, then the launcher is done.

Given some time, I’d clean up that boss to have the launchers despawn sooner.

Fair enough of a point on the spike enemies. I’d tuned other enemies to keep them from doing combo-damage, but it hadn’t occurred to me to adjust the spiky ones that was as well.

That being said, if the music is choppy, the gameplay probably is suffering as well, hopefully one of the desktop builds works on a device you have handy, if you decide to come back to the game.

Thanks for the feedback!

Developer

Thanks for playing! I was the composer/sound designer for the game. I'll take a look at the game and see where the music is choppy. Thanks for pointing this out.

Submitted(+1)

Love the aesthetic of the art, really cool vibe! Dark synthwave music would go great with it~ Keep up the great work :D

Submitted(+2)

good fun, love how fluid the sprite animation is.  systems are pretty well though out, the lighting and 2.5d effects are pretty cool as well

(+2)

Cool stuff! The movement is super snappy and responsive! The parallaxing in the level made me question numerous times whether it was actually 2d or 3d and it was really cool!  I could see this being taken further and developed into a full game! I enjoyed the soundtrack and sound effects too! All around just a really neat game! 

Developer

Thank you! A lot of work was put into the game. I'm the composer and sound designer.

Thanks for playing!

Submitted(+1)

I love it ^^ the player handles and looks amazing, the abilities are intuitive and make traversing more fun. The music/sfx and art are great. I didn't experience any bugs so very well made there. Apart from perhaps the shadows bug that you mentioned, but I wasn't sure what things are supposed to look like so really it wasn't a big deal.
The only thing feel like commenting on is the respawning after falling on spikes, a few times I got locked into falling into spikes, but it wasn't game ruining because the respawn is so fast, just mildly annoying I guess. Overall I liked it a lot I got 9/9 memos! :) really good theme/story

Developer(+1)

Thank you! I'm the composer and sound designer.

@yumaikas did an amazing job.

Submitted(+2)

A nice retro romp with an interesting visual presentation.

PROS:

  • I don't much know why, but I love the player character animation. He's just so prancy and fancy, lol.
  • The world is large and takes advantage of the full set of upgrade skills so you really feel the power curve and get to put it to practice as a player.
  • Boss fights were well imagined and a nice change of pace from the regular platforming gameplay.

CRITIQUE:

  • Enemies tend to hide just around corners where they're not in the "visibility cone" of the player and it's easy to feel cheap-shot when you're in a flow state going around corners and get bumped by a bug just waiting there.
  • Quality of Life notes on the boss fights ...
    • Boss 1 (Missile Conveyers): There's a lot of RNG with the movement of the platforms that makes actually lining up hits feel too random and consequently there's a lot of just waiting for the thing to line up rather than the feeling of taking direct action against the boss.
    • Boss 2 (Spinning Blades): The boss moves very fast and consequently gets really punishing if they do run into you since you almost can't get out of the way before being chain-hit 5 times. If he just hit you once and then went through your collision it wouldn't be as much insult to injury. I also attempted to climb the platforms on the side to missile them after they had perched up top but was blocked by the platforms on the side, which made me sad-face a bit because I thought I'd figured something out.
    • Boss 3 (The Swarm): Not sure if this is officially a boss, but the music did change. It's very skippable if you just dash through them so I'm not sure if that's intentional or not.
  • It was a bit easy to feel lost at a couple of points so some form of either regularly available mini-map on the HUD or even just landmarking some interesting visual pieces to let players learn the world layout better would help with that.
Developer(+2)

Thanks for the feedback!

There’s definitely more polish I’d bring to the bosses given more time. I have a couple ideas that might be feasible in a short amount of time yet.

I may try to make the swarm unskippable before I call it a day, since that is supposed to be a boss, and I got stuck in a mindset of doing it “the right way”.

Submitted(+2)

The music, sound, art and story work wonderfully together. Had an absolute blast playing this as well. All boss fights were unique from one another, challenging enough for me to have to pay proper attention and try my best, without being overwhelmingly difficult.

The upgrades were fun to use, although, without spoiling too much for anyone else reading, a certain projectile attack from the player was not always easy to aim, and got blocked by platforms just a bit that felt somewhat out of my control. And upon obtaining the last movement ability, it does become a “spam this and you’ll be fine” kind of game. So that one felt a bit too powerful perhaps.

I can see this becoming a really good game once some balance changes have been made and some more content has been added.

Would highly recommend any other readers to play this as well!

Developer(+2)

Thanks for the praise and feedback! I went ahead and tweaked the things you mentioned to try to address them somewhat (since we’re in the late submission window), for the sake of future players.

More content will have to wait until after the jam, but I’ve had a great time building this game, working on it in a more relaxed fashion would be quite nice.

Developer

Thank you!