infinitysamurai 2023-01-09 01:42
Nice job, makes me think of Hardspace Shipbreaker too
Foon → Ludum Dare Explorer → LD52 → Metallic Yield
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 51 | 3.92 | 21 | |
| Fun | 62 | 3.81 | 21 | |
| Innovation | 23 | 4.05 | 20 | |
| Theme | 18 | 4.36 | 21 | |
| Graphics | 95 | 3.89 | 21 | |
| Audio | 31 | 3.97 | 21 | |
| Humor | 170 | 2.67 | 19 | |
| Mood | 16 | 4.13 | 21 |
Nice job, makes me think of Hardspace Shipbreaker too
@infinitysamurai Thanks! Also, I love Hardspace Shipbreaker; and now that you mention it, I'm realizing that I definitely took subconscious inspiration from that game as well :)
This is a super well made and fun little jam game. The visuals and sounds is really good. I find it a bit difficult to find all the materials. Overall a really good jam game. Well done.
@jk5000 Much appreciated!
If I had more time, I wanted to add a shader to allow the players “scan” the building to see the structural integrity & find specific resources - but with only 40 hours for the Compo (I started late) I’m pretty satisfied with that I was able to get done :)
Really amazing aesthetic with much appreciated lore and story behind the mood and theme of the game. I really love the usage of the theme "harvest", and I love the concept of destroying the building you're on in a way that doesn't kill you.
Incredibly well made.
Getting stuck under the debris was really rough, but I managed to get through somehow!! Well done!
metallicYield.PNG
Nice game, nice work!
Good graphics, pretty fun, but I had a bit of trouble finding steel.
Probably like the best game ever
Very interesting concept, good job !
Wow, fantastic game! I have problem after complete harvesting - radioation was still rising to thousands but I was unable to move camera. But overall I enjoyed gameplay!
The graphics really are compelling! Nice job setting the environment. The transmitter effect is really cool looking. Overall, really excellent visual design. It looked great.
I felt like I wanted more of a challenge than "don't stay on the ground too long" or "collect more of the resources", but I'm not sure what that challenge might be without adding something entirely new. Having to grapple back up to the ship at the end was a nice twist, as getting back up would be tougher if you harvested too much.
Nice idea overall! Well done!
Wow great job this is awesome. Such a strong mood, good world-building, great job with the audio, great music, sfx and narration! The graphics look good and the particle fx and especially the screen effect when getting irradiated is brilliant. The way the floor falls through is great and you definitely managed to create the fear when you've fallen and your radiation levels are going up like mad. Can't believe this is a compo game!
I've been away from this page for a few days, letting my sleep schedule recover and getting caught back up on other stuff. Thank you all for the kind words!
@auros Thank you so much! For the lore, I wrote down a couple of keywords/names, came up with a vague dystopian/steampunk theme, and let my sleep-deprived brain fill in the gaps :) I have to say some audio filtering (in Audacity) definitely helped to sell the vibe.
@rincs That was a nail-biting stream! I'm happy you managed to escape – thanks for playing!
@derpygamer2142 Steel is the big metal support beams – in future LDs (if my games have objectives) I'll probably allot some time to create specific iconography.
@jonathan-alderson Very, very much appreciated.
@floyd, @raphytator Thanks for playing!
@tildecat Still trying to nail down the cause of that bug – I hope it wasn't too jarring. It turns out spamming public static bools during the last hour of the compo isn't always the best idea :) If you need to quit the game you can open the pause menu by pressing ESCAPE.
@hawkin Thanks! I did some "interesting" tricks to fake the environmental dust. I have a camera space particle effect with a low-strength subtractive filter. The effect is stronger on farther away elements and adds variation to the scene-wide fog. I do agree, adding another challenge/mechanic would have been nice – I initially wanted the player to collect "cassette tapes" throughout the structure but I quickly realized how much time that would have taken to implement lol.
@weirdybeardyman Thank you so much! I wanted to make this game feel more like a ["vertical slice"](https://www.whatgamesare.com/vertical-slice.html), a well-polished part of a larger game, closer to a standalone level than a standalone game. The radiation screen effect is one of my favorite Game Jam tricks – I can make an effect faster than I can draw a health bar :)
Checking out all of your games now :)
Hey there, this was pretty awesome! I'm happy we figured out the death bug!
Here's the VoD so you can jump to your chapter and see it again! https://www.youtube.com/watch?v=NYvmJ8_8kww
Really cool and unique concept! I did not saw anything similar in this LD so far. Awesome menacing audio! The only suggestion I have is: show examples of each element that player need to harvest and what resource they give. It would make easier to realize what player need to collect at the start of the game. Anyway, it was super fun to play!
I streamed this, and as I mentioned during stream, like, the only thing I really want is a little *less* chaos. Which is a hell of a thing for me to say about a game, I really love chaos. But as I was swinging twenty meters above a crumbling building, I realized there may be too much chaos. I think in particular the buildings are prone to falling down in what feels like pretty random order, and a little more connection to what seem to be the structural elements of the building might help. Like if I'm just pulling sheetrock or plywood out I wouldn't expect that to drastically accelerate the collapse of a building. The second thing is just that it'd be nice if the grappling hook basically consistently pulled you up to where you hit. Moving around quickly vertically seems really important, and randomness in how well the hook pulls you up doesn't really seem to work to me. It's very fun, until you realize you actually do need to be where you hit and not flying in the air over it.
Super well made game, especially for a compo! The way the buildings collapsed over time gave a sense of urgency which pushed me to use the grappling hook to get around fast and to take risks. This game was super fun and a unique experience compared to a lot of the submissions. Well done!
Really neat and ambitous from a technical side, but toeing the line between grungy and unintentionally abrasive can be very tricky.