Such silly, goofy fun. The art style and the mechanics are such a perfect fit for each other. I played this one for a long time yesterday. I really like the idea that you need to scrap only the minimum required in order to get a specific upgrade - it makes the crafting into its own challenge.
I think if the crafting recipes were incorporated into the user interface, rather than something I needed to switch back to a browser window to reference, it would be a really smooth experience.
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Scrapyard Magnate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme interpretation | #2 | 4.389 | 4.533 |
Audio | #6 | 3.357 | 3.467 |
Overall | #6 | 3.692 | 3.813 |
Graphics | #7 | 3.808 | 3.933 |
Gameplay | #9 | 3.550 | 3.667 |
Innovation | #11 | 3.357 | 3.467 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code repository URL
https://github.com/mharv/scrapyard-charter
Comments
Cool experience!
Unlocking upgrades and going back scavenging is really satisfying, upgrades are relevant, the impact they have is clearly visible.
I really liked the art, and actually never got tired of the music loop!
It's probably a detail, but the rod bending really caught my attention, it is nicely done and really brings something to the scavenge scene.
Also, in that scene going offscreen left would soft-lock me until the end of the timer, while going offscreen right would still allow me to cast my rod, but this offscreen thing is really because I was looking for something haha
Loved it, I really enjoyed fishing with that guy, I'll now know how to craft a golden magnet once in 2083 :D
Well done!
Great game! I was a little confused with the rule (e.g. why all the materials are gone when creating a new part?), but the game was quite addictive :-) I reached the level that I could catch everything in a swamp in time. Good job!
EDIT: I reached the gold magnet!
Thanks Hajime! yes, after we released it we thought to ourselves that the entire collection of materials being consumed in a single craft was an unnecessary penalty. However, the original reason we made that decision was to provide a benefit to not salvaging all the scrap the player had collected (If there was no benefit, salvaging scrap would just be an annoying, click-heavy step in the crafting process!). I think with better user feedback and prompts, the system could have worked quiet nicely.
I'm glad you enjoyed our game and caught the crafting bug! Congratulations on your golden magnet, magnate!
Hi Tinne, yep we made all the music using some of Simon's hardware synths and outputting to ableton where we could cut it up and get it to loop together. For the sound effects that happen when you pick up scrap objects, I recorded a bunch of random tools clunking together with my phone, threw that into ableton and grabbed all the samples that actually sounded like metal and rubber objects making contact.
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