Play game
Galactic Salvage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #9 | 3.111 | 3.111 |
Gameplay | #10 | 3.333 | 3.333 |
Overall | #13 | 3.133 | 3.133 |
Creativity | #14 | 3.333 | 3.333 |
Use of Theme | #15 | 3.000 | 3.000 |
Art | #18 | 2.889 | 2.889 |
Ranked from 9 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
I noticed you had submitted this game for multiple jams over the same period. It just makes me wonder if this watered down your theme/design to meet the many different themes and requirements. For example, you mentioned down-scoping due to time - but chose to down-scope the only part of the game that was the "Recovery" theme (the salvage ships) rather than the supporting systems (shop, money, asteroid destruction system). It just makes me think of other directions you could have went with the same core, like having a game about a ship that tractor beams and tows ships back to base through asteroid/pirate territory rather than mining asteroids.
I was going to do tractoring of ships to the spaceport but when I ended up being the only person to work on the game because my game partner was too busy to do any of it, I didn't have enough time to get that in. I entered the game into multiple jams but game devcember was the one I was going for, the others it just sort of ending up fitting in better once it was done due to the constraints. In the end, I made a game that can be improved on and that is all I cared about, I just used the jam as a motivator.
Sounds like the Game Jam was a success for you - and that's all that really matters - especially after some difficulties with the team. I think you did well under the circumstances. My feedback was not intended to be harsh, but constructive. Of course take it all as just my opinion - I am not an expert by any stretch of the imagination.
My main point was that when under limitations, I think it is just as important what you decided to leave out as what you put into the game. IMO, a well executed small game requires all elements to reinforce the core of the game, whether that be a mechanic, theme, or experience. You did achieve this - big tick - but, the core mechanic reinforced by your design was mining rather than salvage as you stated was your initial intention.
This change from conception to execution happens all the time, even for AAA games. It can be due to losing focus on the core (which is often a negative) or sometimes the designer discovers a better core as they iterate the design (which can be a positive). A good example of this is Horizon Zero Dawn (there is a great NoClip documentary on Youtube about it). I leave it to you to self-reflect on your experience and I hope this feedback will help you in future Jams.
This game is pretty engaging, as far as space mining games go. It's rather straightforward - it's a shame that you didn't have time to make it space wrecks instead of asteroids - but that's game jams for you. I still had a good time with it, though, and it has a lot of small touches that add a lot. (Like the upgrades actually being visible on your ship, or the particle effects, or the fact that you can actually select multiple upgrades at once.)
Good job!
the salvage was going to be ships but when it ended up with only me working on it, I had to down scope and could only get asteroids in 😞
I had a lot a fun with this game and really enjoyed the take on the theme! I also went for a space faring adventure. I really enjoyed the gameplay and it kept me hooked. Great job!