Foon → Ludum Dare Explorer → LD60 → Detritus Delver

Detritus Delver

By justinmullin and blake-mullin

Percentile
CategoryRankScoreCountLD60Ever
Overall38
Fun38
Innovation38
Theme38
Graphics38
Audio36
Humor32
Mood37

Comments

avi 2026-10-20 00:03 ♥ 1

I love the pixel art of all the old electronics! The chunky laptops and cassette players are a lovely match for the theme. Nice work!

katastudios 2026-10-20 00:27 ♥ 1

lol at first I didn't realize you need to drag the items off the conveyor! Nice consistent art and the game idea was fun once I figured it out. I wish the progression was a little slower though, I never felt like I had time to get upgrades since I was having to make repairs constantly.

ao-85 2026-10-20 04:18 ♥ 1

Awesome, your game is magnificent! I had a blast playing it, really cool stuff!

neolog 2026-10-20 04:22 ♥ 1

Really fun little game! A bit confusing at first, but once you get it it's really satisfying to move everything around and complete all the tasks. I will say it feels a little short right now though, because I was able to finish the entire thing without ever upgrading. If you do decide to continue, which I would definitely be interested in, I think this would be really fun as a factory or incremental game, where you slowly automate the process of dissecting parts and have to deal with filtering out with the red resources (I also felt these were kind of underwhelming in the current version). Besides that though, this might be my favorite I've played so far, especially because of the art and music!

dracco-0n 2026-10-20 11:10 ♥ 1

I was a little confused about what I was supposed to do at first, but I really enjoyed the overall atmosphere! The art and music work nicely together :)

yibirabbit007 2026-10-20 12:50 ♥ 1

I didn't dig too deep, just kept pushing forward (space key). After running it for a while, I realized I could upgrade it. It should be pretty good as an idle game. I felt really sad the moment the big computer dropped. 😢

hagamosvideojuegos 2026-10-20 17:02 ♥ 1

Amazing work! I wasn't entirely sure what to think after my first playthrough, but things clicked much better on the second one. It's true that after making two or three repairs, the rest of the game seems like it can pretty much wait, so I think there's some room to fine-tune the gameplay balance.

That said, I really like the idea, and I think that with more development time, this could become something genuinely professional. With a good story, more balanced mechanics, and perhaps some upgrades, additional tools, or new possibilities, I think this concept could go a long way.

It's incredible that you've managed to put something like this together in such a short amount of time. My sincerest congratulations on the work you've done and on the potential this project has!

juanrod707 2026-10-20 17:33 ♥ 1

Very intuitive and unique mechanic combo! I'd love an endless mode :) Congratulations!

woona 2026-10-20 18:46 ♥ 1

I played to the end and got to the surface.

It was a little bit difficult to figure out how to play, but once the timer started, I understood the basics.

I like how much is going on and how many interactable things there are. The little polyomino puzzle is fun too.

I found the balance a bit off. It seems like the only upgrade necessary to beat the game is repair, I only focused on it. On the other hand, the damage of the mines is pretty low, so may be you can just get a couple repairs done, but then, what's the point of getting other upgrades if you're going to win anyway?

I think the game needs some extra goals apart from just reaching the surface to make upgrade decisions meaningful.

I also didn't move the conveyor belt much. The scanner is so slow that it took me a while to scan the entire belt and cut out and send the necessary items.

eugenik 2026-10-20 23:37 ♥ 1

The atmosphere of sifting through digital debris is really well done. There's a great sense of purpose in the methodical task of sorting through all the discarded tech. What a cool concept for a jam game!

blus7 2026-10-21 14:41 ♥ 1

Overall, it was a pretty meditative session. I did get a bit of a shock at one point, though—I think I need to adjust my gaming schedule.

div00 2026-10-21 16:54 ♥ 1

Dissecting old electronics off a conveyor is a fun idea, and the pixel art of chunky laptops and cassette players fits the theme perfectly. Slowing the progression a bit would leave more time for upgrades. Nice work!

lone-wolf 2026-10-21 16:59 ♥ 1

I was overwhelmed at first, but after fiddling and being guided by the tips (nicely done) it suddenly clicked, and I had an absolute blast, despite the late-game mechanics trying their best to ruin it for me: *review written from (fresh) memory, so you can get an idea of what I actually noticed when playing* - The battery doesn't recharge over time, to refill it you have to put in components(?). I spend an entire battery just trying to find half the recharges for it. What I would have preferred: - Battery recharges over time, upgrades increase the recharge time. - Merge the cut/mark tool, the act of switching tools makes it extremely hard for me to remember where I saw things - Switching tools is hard, which is fine, but combined with the time limit I only touched the mark tool during the tutorial phase - It would be nice if tools snapped back to where they were grabbed from when you were done with them (maybe when you press F) - I prefer to click&drag rather than click->pick up->click->drop - The keybinds were a bit unintuitive, but maybe that's from playing Luanti, I expected LMB=action and RMB=place - What's the point of rocks (being able to pick them up)? I assumed they don't hold components, but I never checked actually. - A chill mode would have been nice, I could only beat the game by abusing the tutorial mode, due to some of the previous points I couldn't keep up with the time limit at all. I found it really fun to just cut stuff up in the pursuit of upgrades, that by itself would have carried me all the way to the end of the game, even if it took hours.

With that said, I still loved playing despite being annoyed/frustrated by the battery system/time limit/etc. The shared tool/work-piece space and having to organize things was really novel to me. I don't normally play games like this, but I think it has the potential to flesh out into a full Steam-worthy game.

woltsu 2026-10-21 17:48 ♥ 1

Could use a tutorial!

nuclme 2026-10-21 17:48 ♥ 1

An absolute triumph of a 72-hour jam game with stunning pixel art and an incredible atmospheric soundtrack crafted completely from scratch! The core concept of dissecting digital debris in Godot is wonderfully unique and engaging. Massive kudos to Justin and Blake for pulling off such a polished, complete experience in just one weekend!

aidan-andrews 2026-10-22 14:25 ♥ 1

AWESOME! Fantastic work. I would genuinely play a full version of this. The gameplay loop and using the tools were super satisfying and cool, and the semi hectic gameplay of scanning parts to find the piece I need while the hull is gradually taking damage. Incredible work for 72 hours, but it makes absolute sense for people who have been making games for at least nine years.

ltyrosine 2026-10-22 20:26 ♥ 1

This game is so cool, nice music, cool sounds, beautifull pixel art.

My only complain is that is too short! I want to discover more tools! Expand my workbench!

Amazing job congratulations both.

profugo-barbatus 2026-10-23 01:48 ♥ 1

Great use of the theme, decent idea and nice implementation, just felt like I didn't have time or need to actually push much of anything beyond a couple repair and battery ups. Feels like this would shine in an endless mode/score attack kind of scenario, but I totally understand having a clear ending for a jam entry. Great stuff!

john-shen 2026-10-23 07:50 ♥ 3

Impressive. Love the concept. Great graphics. It was unclear that I needed to move items into the work area to scan them successfully. I tried scanning on the conveyor at first. I loved getting the upgrades but they seemed mostly unnecessary. The beam scanner used too much battery.

doc400 2026-10-23 12:30 ♥ 2

I liked the idea of cutting the old tech digging on to componnets

mikemikemakes 2026-10-23 12:33 ♥ 3

I love me a digging/mining game, including this one.

The things I like the most:

I really enjoyed the tactility of having to make space on my workbench and having to physically pick up and put down my tools.

While it was sometimes challenging to remember where the scanner said everything was, that also forced me to play more methodically, which fits the vibe of being a miner cutting through dangerous material.

The pixel art, restricted movement, and retro electronics fit the theme of "old tech" very well.

The tool tips were such a good addition! They were unobtrusive and helpful.

The setting is rich for further development. I can imagine a much longer game in this setting, where you gradually cut your way to the top (and/or make multiple trips up and down?) while occasionally getting dialogue that tells you more about the characters and the world.

Things that didn't work as well for me:

Like some others, I also did not realize I needed to move items to the workbench. To make that clearer, perhaps highlight/lift the electronics when the mouse hovers over them, to make it obvious you can pick them up? For me, the lack of visual cue meant I spent embarassingly long clicking around until I figured out what to do.

I love the way the labeler tool feels, but I wound up never using it. It takes as much time to mark stuff as it does to start cutting, and thus there was no benefit to grabbing the labeler. I would love a mechanical advantage to use it, because it feels great.

Lack of explanation meant I didn't know what the resource colors meant. Can I just chuck everything into the same bay? Should I sift by color? Are some colors better than others for the upgrade I'm trying to achieve? It would be nice if the colors were explained and/or had more meaning. There's room to deepen the gameplay there.

The rapid movement of the digger upwards felt at odds with the peaceful vibe of the tutorial. There is interesting tension there (how to efficiently move my tools around to get my upgrades before the ship explodes?), but the mechanics of scanning, marking, cutting felt nicer (to me) when there was less time pressure. Maybe there's a way to pause the digging? With some kind of pressure to restart digging within a reasonable time?

I don't think it's necessary to get rid of the time pressure entirely, but right now (for me) it's detracting from the other mechanics rather than improving them.

If you decide to develop this further, good luck! This is a great prototype.

indiepanda 2026-10-23 13:31 ♥ 2

Interesting concept! Great art and atmosphere. But it wasn't immediately clear to me exactly what I needed to do.

coderaurus 2026-10-23 16:23 ♥ 2

Lovely pixel art! Very fitting for the theme with all the tossed electronics. Gameplay was feeling nice for the most part. However I wasn't able to utilize any other upgrade than the bigger table. I barely moved the conveyor belt either :D Too focused on the scanning and dissection. This could work without the time constraint as well and just taking things apart at your own pace. On the other hand, if you would like to lean on the urgency then I'd probably make the tools faster as well.

EDIT: I pretty much ignored the dialogs. There was also this odd delay for each line at the start.

Well done!

pkenney 2026-10-23 18:53 ♥ 2

Mannnn what a vibe. Right away from that amazing title screen I was drawn in. The music does a fantastic job of setting the scene, and the art is great.

The dialog opener was cool, just a touch of tutorial but felt like story. Reminded me a bit of Derelict with the faceless characters calling in by radio. (I saw the delay at the start of the dialog lines called out in another comment - but I interpreted those as the radio difficulties the characters were talking about).

I enjoyed the way the game only sort of explained itself to me, and then provided the basis for me to actually figure out the details. I was initially stymied trying to bring my tools to the belt, rather than bringing the work pieces to my tool area, but it didn't take me long to figure it out.

There was an interesting tension here between exploring the systems vs the time pressure. I felt like I had to move quickly the chop hull-repair parts, and if I did anything else I risked ruin, but then I'd win and the game would be over before I could explore what other upgrades did. I lost my first run, and the second time I ignored everything except hull and won pretty easily.

Then I went back and played a few more times to see: what is the tech tree like? Does it pay to invest in tools? With that goal, either end of the game was almost like a lose condition in a way.

But it turns out that it does pay to invest in your tools! The new tools a definitely a big upgrade, though the gen1 upgrades slurp that battery down real quick and it's hard to keep it fed when doing other things.

Here's how far I pushed the tech tree... how much more is left? I needed one of the rare yellow pieces to get another tool but time ran out before I saw it.

mullin-tech-tree.png

I kind of wish winning unlocked infinite mode where I could just chop and grow and feed. I can feel the potential of sinking more deeply into the experience, and the set-duration run w/ time pressure didn't quite let me unwind into the game fully.

The only splinter I felt while playing was on subsequent playthroughs when I wished I could skip the initial dialog to get right back to work on starting the new run.

Really cool entry, nice job!

emaigualmc2-art 2026-10-24 01:57 ♥ 1

Great work! I really like the pixel art. The game concept and mechanics are a lot of fun. I appreciate the inclusion of tips to help the player out, though a tutorial at the beginning would be a great addition. As others have already mentioned, an endless mode would be fantastic, but for a game jam with such a tight timeframe, you’ve done an excellent job! xD Congratulations!

the-big-lost 2026-10-25 00:03 ♥ 2

One of my favorite submissions so far! From the unique vision and polished gameplay to the detailed pixel art and the atmospheric music – there's just so much to like here.

Would've loved 1) a point system/similar to add replayability after you've beaten the game (or did I miss something?) and 2) some way to turn off the dialog on repeated playthroughs. Those are minor nitpick though.

STRONG entry!