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(+1)

Understood the premise quickly, find gears from the scraps and click on turret to repair.

Upgrades didn't work for me and it feels pretty tight in difficulty. If it takes 10 gears I gotta do at least 22 clicks to repair it, immediately go search for more and the turret will break in the 16 to 22 click mark. So you do 1 or 2 fixes maybe and then lose T_T One way that could have made it more amenable is to remove the arrow clicking, right when you pick the gear, it automatically changes to the next scrap area. Reducing the 22 clicks to 12 (if 10 gears is the repair cost).

I liked the graphics, reminded me of Kongregate games, and the detail on how they die and collapse to the ground. That's my favorite part, although I don't forget the sliding upgrades menu :)

Needs more time and tweaking but its a nice proof of concept!


(+1)

Thank you <3

I agree it's too difficult right now, and the upgrades kind of feel weak compared to player clicking - which while very satisfying initially wasn't an originally intended gameplay mechanic. So some rebalancing will need to happen there.

The junk searching was also rushed since I was hella running out of time. Writing a procedural generation code just wasn't in the scope in the timeframe. Nor the various different upgrade components that I wanted. 

Auto-change sounds like an interesting concept. I LIKE less clicking, but also it'll give the player an advantage because it'll tell them that they've collected everything (there's not necessarily only 1 gear - or in the future rare upgrade - per window). Maybe like in "idle" games rebalance it to be a purchasable upgrade?

Haha yea, I love it when they just SPLAT on the ground XD

Mmm another way could be having right click to pick and left click to "dig deeper"(changing scrap scene). Wouldn't save on clicks but at least wont have to move the mouse outside and inside of the scrap scene constantly. Could be a middle ground until a better solution comes about!