
Deep Mech Salvage
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
You're in a waterworld type situation — all the old cities have flooded out, and you're part of a salvage crew that dispatches mechs to the seafloor to recover scrap from the old civilization.
The game is played in runs. When a run begins, you drop from the boat into the sea. On the seafloor, which is an isometric map, you control a mech with twin-stick shooter controls (8-way motion on wasd, aim on mouse). Your mech has a main weapon and an alternate ability, and everything you interact with on the seafloor is done either with those, or by moving in close proximity to it and (sometimes) staying there "long enough". For a quick boost of speed, you can dash!
On the seafloor, your task is to return as much salvage as possible to your surface ship. You do this by extracting salvage from the environment (shooting things, primarily), then once your mech's cargo bay is full, calling a retrieval pod from your surface ship down to you. Once it arrives, you can unload your cargo, refill your mech's oxygen, and modify your equipment. You then choose either to end your run by riding the pod back up, or you press on and try to keep salvaging. The longer you stay down, the harder the challenges.
The seafloor is dark, lit up by the player's mech lights and certain hazards.
The seafloor itself is divided into zones, separated by a longer bit of roadway. Going from one zone to another resets the contents of the previous, for the next time you go back to it.
On the seafloor, your challenges are:
- Pre-calamity defense turrets
- Booby-traps left by rival salvagers, like mines
- Wildlife
And you can get scrap from:
- Destroying challenges
- Breaking open sealed pre-calamity buildings
Known Issues:
* macos builds are not signed (we don't have a paid apple developer account), but apple has instructions on how to run them anyway
* The first launch is slow (preloading takes a sec!)
Update: We've added another link to a "Director's Cut" version below, with a few features and fixes we couldn't get done in the jam weekend. Please don't use that to rate us, but if you liked the game and wanted to see what a little more polish does for it, give it a whirl!
The game is played in runs. When a run begins, you drop from the boat into the sea. On the seafloor, which is an isometric map, you control a mech with twin-stick shooter controls (8-way motion on wasd, aim on mouse). Your mech has a main weapon and an alternate ability, and everything you interact with on the seafloor is done either with those, or by moving in close proximity to it and (sometimes) staying there "long enough". For a quick boost of speed, you can dash!
On the seafloor, your task is to return as much salvage as possible to your surface ship. You do this by extracting salvage from the environment (shooting things, primarily), then once your mech's cargo bay is full, calling a retrieval pod from your surface ship down to you. Once it arrives, you can unload your cargo, refill your mech's oxygen, and modify your equipment. You then choose either to end your run by riding the pod back up, or you press on and try to keep salvaging. The longer you stay down, the harder the challenges.
The seafloor is dark, lit up by the player's mech lights and certain hazards.
The seafloor itself is divided into zones, separated by a longer bit of roadway. Going from one zone to another resets the contents of the previous, for the next time you go back to it.
On the seafloor, your challenges are:
- Pre-calamity defense turrets
- Booby-traps left by rival salvagers, like mines
- Wildlife
And you can get scrap from:
- Destroying challenges
- Breaking open sealed pre-calamity buildings
Known Issues:
* macos builds are not signed (we don't have a paid apple developer account), but apple has instructions on how to run them anyway
* The first launch is slow (preloading takes a sec!)
Update: We've added another link to a "Director's Cut" version below, with a few features and fixes we couldn't get done in the jam weekend. Please don't use that to rate us, but if you liked the game and wanted to see what a little more polish does for it, give it a whirl!