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Salvager's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #52 | 3.074 | 3.286 |
Presentation | #60 | 2.673 | 2.857 |
Overall | #67 | 2.673 | 2.857 |
Concept | #67 | 2.806 | 3.000 |
Enjoyment | #73 | 2.138 | 2.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
UnknownRori
Software used
Raylib, Krita, FL Studio, Sfxr, Bfxr
Use of the limitation
One resources for hp, ammo, and idk
Cookies eaten
well I haven't eat a cookie, but drinking tea alot, might get diabetes tho
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Comments
Like the bit of parallax you had with the BG. Some things you could have done to make gameplay smoother is instead of checking on a timer if the shoot button is down to shoot, when they shoot, start a timer, and then don't let them shoot again until it's up. That way when you wait for a while, then shoot, the bullet comes out instantly. That better suits the idea of paying for shots as well.. About that, it would be nice if there's immediate visible feedback of your resource count going down as soon as you fire a shot. As it is, you see it going down, but it doesn't really feel like it's linked to you firing.
My initial thought was that you should add a delay to prevent them from selecting a level up ability as soon as the screen came up, so the player doesn't accidentally select a powerup just because they're holding in the fire button. Well, that's not great if you level up a dozen or hundreds of times at once.
An end condition trigger in that case would have been nice. Turns out multiply drop rate is pretty good:
Thanks for playing the game, this is what I waiting for, thanks for the feedback, it will help me in future.
Anyway did the multiply drop rate cause integer overflow? I wonder.
I don't think so? I suppose it depends on the formula but that wasn't my impression. The number of level ups each time I collected resource kept increasing steadily, and I started just feeding them all back into multiply drop rate, so at some point you're buying like a dozen levels of multiply drop rate in one pick up, then like 100 or more. It gets silly pretty fast. I'm guessing the multiplier is somehow exponential, especially when you buy like 100 levels consecutively.
Yeah, a trigger even as low as like, 10,000 to move to a victory screen would be cool, and avoid it from getting this silly 😆
And I must have had my headphones off for some reason at the time not to mention this earlier, the music is quite nice too, very atmospheric, suits the setting and tone well.
Now that you mention victory screen, seem like I kinda forgot about that, maybe I need to rethink game design again. game objective would be nice instead of wandering around randomly.
Ah, if it helps, the four things I like to make sure I have are:
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Something the player does that you reward
Something the player does / doesn't do that you punish
A win condition
A loss condition
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A bit of text for either of them is a good start for a jam project =] Good Luck!
thanks, it will surely help my next time.
Movement could be floatier since its based on Asteroids. There's potential for something fun, though right now there's not much challenge. The presentation looks not too bad, and the music fits the feeling of salvaging in space since its slow and contemplative, and you do need to get in a good position to shoot asteroids down, which takes some time so you don't run into them accidentally. Perhaps the amount you lose for hitting an asteroid should be higher, so you would want to avoid asteroids more.
Thanks for the feedback, I should check asteroid game again, but what do you think on the physic when colliding with asteroid or asteroid with asteroid? anyway, thanks for playing.
The atmosphere of the game is good, but the number of meteors is very high and their health is high, so it takes a long time to kill them.
Thanks for the feedback, I will tweak the balance, I haven't got time to fully play test this, thanks for playing the "game".