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Professional De-crafter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3891 | 2.740 | 3.875 |
Presentation | #4323 | 2.386 | 3.375 |
Overall | #4374 | 2.386 | 3.375 |
Enjoyment | #4833 | 2.033 | 2.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Instead of crafting items, your job now is to help Steve de-craft them!
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
A good idea and game, held back by a few quality of life changes and fixes. When everything works, it's a fun mad dash to get everything done in such little time. However the item pickup system really leaves something to be desired, and can lead you to losing just because your sat there trying to pick one item up for five or more seconds. Having the boxes give random items accentuates this problem, I lost level 2 just because it only gave me shovels and I did not have enough time to chop all the materials I needed. It really is a shame, since when you get that perfect run it's quite fun, but these glaring issues bog the game down too much. Good entry and game, just with there was that little bit more polish it needed.
Interesting idea and I really like the hand drawn art style. It gives the game a lot of character. It's a nice short experience that could definitely be expanded upon with more puzzles and interactions to make things more complex. Also adding a short tutorial would make it much user friendly as right now you just have to guess as to what you're doing and how the controls work.
In terms of gameplay ot's simple but effective. I found that clicking on the items to interact was a little but clunky at times and it makes interacting with the game a little awkward. Maybe adding the option to interact with e would be easier. Also the time limits on the puzzles seemed very tight. This is exacerbated by the speed at which the character moves across the rather large levels. Giving the character a short dash on cooldown could be a solution to this that also adds a little more strategy to the movement. Also there are tables in the middle of the levels but they don't seem to serve any purpose as you can just drop an item on the floor.
Overall an enjoyable little experience and a fun way to kill 10 minutes. Nice work!
Pretty awesome concept, and I feel like you could easily expand it to a larger party-style experience in the future too. Great work!
Interesting idea! The different weapons breaking into the different pieces really opens it up. Thanks for this!
Well i'd like to actually play it, for now it's quite broken, can't interact with anything. RMB doesn't do anything. The art and audio is nice tho, the idea seems cool.
What do you mean that it is quite broken and can’t interact with anything?
I can only walk around, i read that you should use LMB and RMB to interact with items and machines but it doesn't do anything
You have to figure out what items go to what machines. For example, in level 1, the axe has to be divided with the guillotine, then take the head of the axe to the furnace. That is the main loop of the game with many different types of items.