Martian Scrapper

Martian Scrapper

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overall: 3.23
fun: 3.41
innovation: 2.94
theme: 3.44
graphics: 3.21
audio: 2.09
humor: 2.53
mood: 2.84

Martian Scrapper


A side scroll 'shooter' game. Blow up enemies and take their scrap to heal.

Sell parts of your hull for upgrades.

As usual, I was super strapped for time on this one and ended up skipping a whole bunch of stuff. I had fun trying to learn how to animate explosions though!

Random notes:

* There's no ending. At least 1 boss was planned, but only the main gameplay loop exists and it continues indefinitely.
* I've implemented stages of 4 levels each. This doesn't yet affect the gameplay (besides random "maps" after stage 0)
* Ideally I wanted 1 miniboss/hard level per stage and the boss on the 4th+. Of course, each stage with changing background visuals too (..making 1 was difficult enough though).
* The 'Health/currency' system was supposed to be more robust, involving hp->scrap->upgrades, inventory, modules and on-the-fly repairs. It ended up being a lame direct hp cost.
* The shop is particularly hacked and rushed.
* Obviously not as balanced as it could be.
* No sound at all. I had some cool ideas but alas, time.
* I don't know why I went for this specific design of 'tank'. I think my brain had an image of a huge tracked vehicle chugging through the desert. Somehow that translated into WWI tanks.
* The whole idea kind of flopped. The core mechanics are... what even are they? I need to work on my game design!
* Despite this, there's something about this I feel very fond about but I can't seem to put my finger on it. Might be worth revisiting.
* I was going for something kind of like the Android game 'Minute Quest'.
* 30 minutes later: Yeah I was going for a roguelite (you can tell by the existence of a pre-game intro), but decided to hack it into a 'grinding game' after seeing the clock. Still missing some features for that though.
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