nice
Play game
BSI Industries: Ship Builder's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #733 | 4.000 | 4.000 |
Overall | #1126 | 3.620 | 3.620 |
Creativity | #1359 | 3.639 | 3.639 |
Enjoyment | #1844 | 3.222 | 3.222 |
Ranked from 36 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?
The player has to build space ships while maneuvering through a hangar. The scale of the chassis can increase in later shifts, and the player has to manage more ship building contracts at once under the deadline.
Development Time
(Optional) Please credit all assets you've used
All of our assets were custom made for the game jam by our team members. See description for full credits.
Comments
My laptop is hot enough to cook an omelette on it, but between the platforming sections, the building being quite open to imagination and the overall polish being very nice, I can't complain about anything. Awesome submission, and awesome game 🤌
First thing this game needs, is a "how to play" -There's a lot of information lacking when starting. When I spawned in I had to ideas what to do. There was tutorial texts but couldn't read any of it, try changing color to something else and make them last longer.
I understand there's a video tutorial and description on how to play on your itch-page, but ask yourself this question: "If I need my players to read additional stuff outside the game, in order to understand my game, is it a good game design?". -My personal answer is no :p.
Besides the functionality, I really like the player movement, feels nice and well polished! I think that's the basis of a good platformer. The concept is also cool, with more polish this could be great! Well done.
Didn’t quite get it until I watched the video, then it was really fun even though I’m very bad at it 😂 Nice job!
Well-made game with good vibes, art and sound design! I think this was quite an ambitious idea. To fulfil the contract I had to make a ship with 3 wings, so more part options like struts would be good. I could see this becoming a really compelling full game where you have to platform around a space hulk to fix interesting parts within the time limit.
Very nice concept! I had fun with it!
Having more UI elements to display part info before you place something would be helpful, so that you know how much stuff costs and how many units of its category it contributes. I think the weapons are also rotated incorrectly?
Banger music, and I liked the visual design! Having a dash and double jump in a building game is definitely interesting! Awesome work!
Took me a sec to understand what I was supposed to do (absolutely my fault for not reading the itch.io page lmao), but after I got it I really enjoyed it! The core concept is fun, I love the graphics and, even though the parkour feels out of place, I liked it :D
Extra points for providing a Linux build, I'm tired of having to "wine" through most entries here (;
There's a really neat concept here, but it feels hampered by a lack of information available to the player. Being unable to tell the costs and how much each part contributed was a bit painful at times, and the tutorialization felt a little misleading - it took me forever to figure out how to change between the different parts. Still, what you did manage to achieve in the timeframe was very impressive, nice work!
I don't get why we gotta parkour around the ship, seems unnecessary. The timer is too short for us to parkour around while building all the required parts. Other than that, the models and the futuristic vibe in the game is really great and it's pretty solid entry.
The lore reason for the wall running is that the hangar is normally a zero-g environment, but the gravity machines aren't working properly and BSI Industries still needs you to hit your shift quotas. The real reason is that when we started development, the two programmers on our team decided to split the work, with one of us adding fun parkour movement and the other adding the ship building. Later on, we realized that there was no need to parkour if the player could just walk around the ships, so we decided to remove the floor and go for a star wars-esque chasm station where you've got to wallrun around. XD
We ran out of time to expand on the tutorial, but I think I'll add an "Instructions" section to the itch.io page.
This game has some potential, but it's very rough around the edges. The UI of selecting ship parts was clunky because you could barely see what they look like in the kiosk, you could only see its name by scrolling through your hud, and you couldn't see its stats. For placing them onto the ship, it would be nice to rotate the parts before welding them, because it's very finicky to get parts like the weapons to align right. The parkour part is cool, but it didn't feel essential to the gameplay.
Overall, it needs more refinement, but I could see a version of this being good. Good work so far.
I'm gonna have to agree with some of the other commenters, that this game seems to be having an identity crisis. Like why am I running around wall jumping on vertical platforms like that just to weld some parts onto a ship? There are some transparency and text color problems which hurts the readability of the on-screen text.
Also, I didn't quite get what I had to do. I feel like you did try to guide the player by writing instructions on the screen, but I also feel like those instructions weren't that clear, which makes me feel a bit stupid for not understanding, lol.
Clearly you worked your asses off trying to pull this off, but it's also pretty obvious that you had some difficulties prioritizing your dev tasks. That's unfortunately hurting the gameplay experience for me, and it's a real shame, because I actually think what you guys made looks really cool, and the game gives me Satisfactory / Deep Rock Galactic vibes. Scoping and focus is all you need more of! Keep making games please, cause I see the potential for sure :)
The lore reason for the wall running is that the hangar is normally a zero-g environment, but the gravity machines aren't working properly and BSI Industries still needs you to hit your shift quotas. The real reason is that when we started development, the two programmers on our team decided to split the work, with one of us adding fun parkour movement and the other adding the ship building. Later on, we realized that there was no need to parkour if the player could just walk around the ships, so we decided to remove the floor and go for a star wars-esque chasm station where you've got to wallrun around. XD
We ran out of time to expand on the tutorial, but I think I'll add an "Instructions" section to the itch.io page.
There's gotta be some Hardspace: Shipbreaker inspiration here, and I love it! This is such a cool premise, and a great take on the theme. I may be incredibly biased as a big sci-fi nut, but who doesn't want to put together gigantic spaceships of their own design? It may be rough around the edges, given the nature of it being a jam game, but I see potential in something I would genuinely enjoy playing a full version of. Maybe Shipbreaker had the right idea with longer, slower shifts that let you chill out despite the constant, imminent danger. Great job, you guys!
Also, don't think I didn't catch that Titanfall wallrun/double jump! Chef's kiss.
It's cool how much you managed to get done. I can tell this was a monumental effort, good job!
I did feel a little throw of being tossed into the middle of it with no rails. The text popups helped a little bit, but they seemed to be on trigger volumes around the object that I needed to interact with. That made it hard for me to decide the proper order of operations at the start, and I had to figure it out through trial and error.
Also, I felt like the game was having an identity crisis. The parkour mechanics were cool, but I almost felt like they were more of a chore than anything when I was trying to focus on building a ship and needed to go back and forth to the consoles often. I think this has a lot of potential, but it needs some playtesting and time to cook.
Regardless, great work in the timeframe!
Yep, there's a bit of truth to that. The tutorial popup system was written from scratch 30 minutes before the submission deadline after we realized that the whole ticket board + contract system was somewhat unintuitive. As for the identity crisis part, yeah, we realized a few hours before the end that the two mechanics didn't mesh together as well as we had originally hoped, but chose to stick with it through to the end anyway and make the levels simpler. :)
Really cool idea, but a little difficult to plan in the game. I did not know how much each item was worth so it felt more like randomly placing. That could be something that comes with mastery though. Last little thing is so items feel like they would be oriented a certain way, but then wouldnt attach to the walls of the ship how I would expect. Really interesting idea, and fun execution, though it may be a bit iffy on the theme. Really cool work though!! :D
Yes, we didn't have quite enough time to flesh out the ship building aspect of the game, so some of the parts don't attach right. As for the theme, our take was that the size of the ship chassis can scale up between shifts, and you have to manage more contracts at the same time in later shifts. Plus, you're building spaceships, so we thought that was big enough. :)
Wow, there's so many games to look through this jam that when you find one this entertaining it makes it all worth it. Definitely agree with this being a hidden gem, even failing builds was fun. Hoping to see this into a fully fledged game.
15 stars! 15 stars! 15 stars! 15 stars! 15 stars! This is it. The best game of the jam. Right here.
You guys seriously knocked it out of the park with this game. I have no clue how you managed to get this all done in just 4 days!
How did you manage to make a game like that in 96 hours wth, good job !! that's very polished !
Leave a comment
Log in with itch.io to leave a comment.