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A jam submission

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Going Deeper Into Hardware
Submitted by razein97 — 1 hour, 52 minutes before the deadline

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CriteriaRankScore*Raw Score
Uniqueness of Metaness#573.1433.143
Metaness Quality#683.0713.071
Gameplay Innovation#722.3572.357

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Relevant Metaness Categories

Breaks the Fourth Wall

How is your game meta (within each relevant category)?
It tries to break the fourth wall by taking you within the system to rescue your pc components

Please list any pre-made art/music/other assets that you used.
Sounds were taken from, and all are of CC0 license, also attribution is given to the creators.

How many members in your team?

Team of 1

Anything you want to say to players before they play?
A = Move Left, D = Move Right, W = Hover Up, S = Hover Down, Left Mouse = Fire.
These are the default controls in web version, you can use the windows version to customize controls at the start of the game in the splash-screen.
Hope you have fun.
If you wish to see how this game was made, visit:

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I dug this! I really enjoyed the quick experience offered.  I LOVE the crypto mines, it's too real!  I think I would have liked more clear walls/breakables/obstacles.  They all kind of blended together due to the art style, which isn't bad, it just took a minute to figure out for me!  I also didn't get the wall jump mechanics were a thing until later, it would have been helpful knowledge!

Great work!


Thanks a lot. Hope to improve further as I delve deeper into game development.

An interesting platformer. Here's my thoughts: 


Thanks a lot for the review.

I'll definitely be working on this game, fixing bugs and figuring out cool gameplay elements.


Graphics are pretty and music is chill, but I gotta say that physics felt really weird and floaty. Maybe more gravity would help. Enemies also need some sound FX.


Thank you for your feedback. The game will be updated shortly.


This was a fun time.  Those are some extremely deadly spikes.  Casually brushing against them instantly kills you!  

A couple thoughts...

The enemies take a lot of shots but aren't very difficult.  I ended up skipping them later on because they were annoying to fight after awhile.  Maybe lowering the number of shots they take and alow lower the fire rate of the gun would work.  

The controls were a little loose, but I liked flying around and boosting up the walls.  I think you could have upped the speed of everything and it would have played a little better.

Good job!  


Thank you for playing. 

Can you tell me exactly how I can help in improving the controls.

How are they loose??


Well this is just my opinion, but the player felt weightless to me.  I understand that part of the game is a jetpack, but he just seemed to float, like the jetpack didn't provide much thrust up and prevented me from falling down quickly.  If you increased gravity for the player by a bunch and let the jetpack provide more of a boost it might make the player feel a little more present.

Not that I want to push my own stuff, but I put together a set of control schemes just to play around with them.  The one in the lower right is a jetpack.  The acceleration is fast in both the + and - Y direction, so it feels like the jetpack is really pushing the player up and gravity really feels like it is pulling down.  

Again, this is all my opinion, and if it controls exactly the way you like it then ignore me  :)

Developer (1 edit)

Feedback is really important. I'll see what can be done. Thanks a lot.😀


Is it correct that you can fly over the level by keeping space pressed? If yes, it feels very weird, almost like cheating

Developer (1 edit)

You can fly but then you also have to collect the parts(complete the objectives).

This is a choice. There are two ways in which you can go finish the first level.

Enemies are always optional, you can have fun and kill them or just fly over them to complete the objective, which is no fun.


good game,but it could use better controls 


The controls can be configured using the config screen at the start. I'll probably implement a rebindable key system.