Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Raiders of Scrap-Planet (outdated)View project page

The Duels of Warrior Robots between various scrap mechs of the locals of trash planet worlds
Submitted by PauliusTheMad — 4 hours, 11 minutes before the deadline

Play game

The Raiders of Scrap-Planet (outdated)'s itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to the Theme#23.9473.947
Design#73.4743.474
Overall#83.5793.579
Originality#133.3163.316

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

So far, everytime I’ve reread the rules I’ve changed my rating to be higher. Love the huge table of “what happens as your mech breaks down” and love the game design and layout (VERY easy to read and digest).

I do gotta take off at least one star for it being robots because I felt that was an easy jump in logic for the Jam, I’m going to give you the other 4 stars for it because I love the way you made the robots come to life and the way you wrote out the rules.

Great game!

Submitted

Usage of 'the various trash-planet worlds' implies that these are specific trash-planets, which doesn't seem to be borne out by the rest of the rules. Probably best to remove 'the' from that sentence. Dice and models used should probably be specified somewhere in the rules. The durability chart could be simplified by including durability ranges per effect to the rows for each component. The scrap blunderbuss's ammo cook-off probably means that the blunderbuss can be thrown as a grenade, rather than a 'grande'

Okay so minor edits aside, I quite like this system. It's not got a ton of depth, but it would be pretty trivial to expand, and makes for a fun quick little mech brawl. The weapons having a surge of power at the end eludes to the Jam's theme, but the game doesn't really otherwise go much in for the theme. It's a burst of power near the end, it's not changing the notion that as you take damage you get closer to the failure state. It's also not a wildly original game, but the design is the pleasant and cunning sort of simple, which is a strong endorsement.

Developer(+1)

The Fact of the matter is that failure to avoid or get hit does allow to even the playing field with a boost, and I was contemplating on fixing those minor things in a little rewrite I had planned out to expand it into proper system with some fixes and expansions overall. 

Submitted

These seems like great fun! I'm going to have to build some scrap mechs now. :D

Really great job for such a short amount of time spent on it!

Bit of feedback: I like the unique combat mechanics, but it is a little bit heavy on the maths. Such as calculating the percentage of damage taken so you know where on the durability chart your weapon/system is at.

Love it tho, really!

Developer

I admit durability thing was quickest way I could think of without making all systems have same durability, small errata there is just divide the durability by four rounding down. 

Submitted

 I loved how some weapons got better as they took damage! 

Developer(+2)

Well not better, there is a drawback where they can go off and hurt you or even destroy themselves, but I just liked idea of some weapons just having one last great hurrah!