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A jam submission

RustbucketView game page

Submitted by Orange-Rhino, onepercentzombie, whatischoam — 3 hours, 35 minutes before the deadline
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Rustbucket's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#1893.4293.429
Music#2463.2863.286
Sound#2962.9052.905
Fun#3293.1433.143
Story#3792.2382.238
Aesthetics#4952.8572.857
Theme#5192.5712.571

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game total?
3

Did you use any existing assets? If so, list them below.
Kenney.nl

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Comments

Submitted

Nicely Done.I really loved the movement.

Submitted

Really like the music and the gameplay idea. Looks like a riff on the GameDev mobile game tutorial game, which I made as well! But, you've added that nice menu. I think with some polish there's an interesting thing going on here, and I can see this sucking people in on mobile. Keep up the great work!

Oh, and the music is great.

Developer

wow, I didn't do the mobile class, but after looking at the intro videos I can see the similarity!  Thanks for the kind words :)

Submitted(+1)

Love the music and it was very satisfying moving the spaceship around.

Submitted

Very cool game! The music and gameplay loop is very relaxing, almost lost track of time playing it. The sizing of the WebGL frame made it hard to fit onto my screen, I had to zoom-out chrome to 75% but aside from that I had no issues. It'd be interested to revisit if you ever expanded upon it, maybe some ship upgrades or additional hazards? Anyway, you did a great job! 

Developer

Thanks for these suggestions. I thought about it being a mobile game first, so it sometimes behaved weirdly on desktop. Glad it was relaxing and fun!

Submitted

Loved this! Had a few screen scaling issues when playing on a web browser but maybe that's just my particular set up.

Great storage mechanic, having you lose storage spaces when you take damage is a really good way of balancing gameplay, and intermittent repair opportunities never makes it feel like the odds are stacked too far against you. Loved the music too.

It would be good for it to be more obvious when you'd hit max capacity on one of your elements as I found myself forgetting to bank them, but it's a small issue, and I had a great time with it otherwise.

Great work!

Submitted

Nice atmosphere and music to go with it. I got 3583 points.

I really liked the concept, and the controls were great (jitter on the drag mechanic was the only minor issue). With a few more features it could definitely be something releasable for mobile stores.

Not sure if the difficulty increases but I probably could have gone on for a while longer. Increasing the speed of the asteroids (and the rewards!) would keep things interesting.

Developer(+2)

Thanks for the compliments and triple thanks for the critical feedback :)

Difficulty is definitely something that needs work.  I'm trying to balance for both experienced gamers and my kids (2 of my helpers on this project).  There needs to be a difficulty curve that starts low but goes up more dramatically over time.  The rate is currently a bit slow.

Right now, as the game goes on there are more astroids in play at any one time, so that's supposed to make it more difficult.  The reality is, I think, the opposite, where the additional astroids are causing collisions with other astroids so there are fewer crossing the play area.  I think your suggestion of making them faster (and maybe smaller) might add some difficulty to it.  Asteroids that split into multiple smaller astroids on collision is worth considering as well.

Rewards are something I was hoping for, but didn't quite get in scope in time.  Increased capacity (slots and per slot), faster ship, proactive shields, and automovers were all cut for time.  Adding them would give more incentive to collect resources and lead to a more proactive game experience.  Should be more to spend credits on than just reactive repairs.

Submitted(+1)

Cheers and that's lovely re: helpers - I can't wait til my kids are able to help (or even out-code me) on my projects. My 2.4 year old was helping during the jam by making boom noises when I fired the launcher / destroyed enemies.

Maybe difficulty settings would be the way forward - same with my game where the 1000 enemy quota is definitely not a casual goal, but again... time pressures :)

Developer(+1)

would have been adorable to record their "boom" sounds and put them in the game :)

Submitted

This is a wonderful game. I really liked the mechanics.
You did a great job!

Submitted

nice game. It was relaxing. 

Submitted(+1)

Great job on the mobile version!

Submitted(+1)

Love your work is frendly to mobile device and the controlling is smooth!

Submitted(+1)

I like it!

Submitted(+1)

Cool little game ^^

Submitted(+1)

Nice aesthetic, music made me feel relaxed like I was just out flying around in my spaceship. Good job!

Submitted(+1)

That is something i did not see before! Not gonna lie, took me a while to understand what was going on. But i spend some time and multiple rounds which speaks for itself. Well done :)

Submitted(+1)

Great control of the ship (could feel at home on a phone/tablet) and interesting concept! I'd like to add enemies, special/unique minerals and ship upgrades to push the concept further! :) Nice job!