lol at first I didn't realize you need to drag the items off the conveyor! Nice consistent art and the game idea was fun once I figured it out. I wish the progression was a little slower though, I never felt like I had time to get upgrades since I was having to make repairs constantly.
Really fun little game! A bit confusing at first, but once you get it it's really satisfying to move everything around and complete all the tasks. I will say it feels a little short right now though, because I was able to finish the entire thing without ever upgrading. If you do decide to continue, which I would definitely be interested in, I think this would be really fun as a factory or incremental game, where you slowly automate the process of dissecting parts and have to deal with filtering out with the red resources (I also felt these were kind of underwhelming in the current version). Besides that though, this might be my favorite I've played so far, especially because of the art and music!
I was a little confused about what I was supposed to do at first, but I really enjoyed the overall atmosphere! The art and music work nicely together :)
I didn't dig too deep, just kept pushing forward (space key). After running it for a while, I realized I could upgrade it. It should be pretty good as an idle game. I felt really sad the moment the big computer dropped. 😢
Amazing work! I wasn't entirely sure what to think after my first playthrough, but things clicked much better on the second one. It's true that after making two or three repairs, the rest of the game seems like it can pretty much wait, so I think there's some room to fine-tune the gameplay balance.
That said, I really like the idea, and I think that with more development time, this could become something genuinely professional. With a good story, more balanced mechanics, and perhaps some upgrades, additional tools, or new possibilities, I think this concept could go a long way.
It's incredible that you've managed to put something like this together in such a short amount of time. My sincerest congratulations on the work you've done and on the potential this project has!
It was a little bit difficult to figure out how to play, but once the timer started, I understood the basics.
I like how much is going on and how many interactable things there are. The little polyomino puzzle is fun too.
I found the balance a bit off. It seems like the only upgrade necessary to beat the game is repair, I only focused on it. On the other hand, the damage of the mines is pretty low, so may be you can just get a couple repairs done, but then, what's the point of getting other upgrades if you're going to win anyway?
I think the game needs some extra goals apart from just reaching the surface to make upgrade decisions meaningful.
I also didn't move the conveyor belt much. The scanner is so slow that it took me a while to scan the entire belt and cut out and send the necessary items.
The atmosphere of sifting through digital debris is really well done. There's a great sense of purpose in the methodical task of sorting through all the discarded tech. What a cool concept for a jam game!
Dissecting old electronics off a conveyor is a fun idea, and the pixel art of chunky laptops and cassette players fits the theme perfectly. Slowing the progression a bit would leave more time for upgrades. Nice work!
I was overwhelmed at first, but after fiddling and being guided by the tips (nicely done) it suddenly clicked, and I had an absolute blast, despite the late-game mechanics trying their best to ruin it for me: *review written from (fresh) memory, so you can get an idea of what I actually noticed when playing* - The battery doesn't recharge over time, to refill it you have to put in components(?). I spend an entire battery just trying to find half the recharges for it. What I would have preferred: - Battery recharges over time, upgrades increase the recharge time. - Merge the cut/mark tool, the act of switching tools makes it extremely hard for me to remember where I saw things - Switching tools is hard, which is fine, but combined with the time limit I only touched the mark tool during the tutorial phase - It would be nice if tools snapped back to where they were grabbed from when you were done with them (maybe when you press F) - I prefer to click&drag rather than click->pick up->click->drop - The keybinds were a bit unintuitive, but maybe that's from playing Luanti, I expected LMB=action and RMB=place - What's the point of rocks (being able to pick them up)? I assumed they don't hold components, but I never checked actually. - A chill mode would have been nice, I could only beat the game by abusing the tutorial mode, due to some of the previous points I couldn't keep up with the time limit at all. I found it really fun to just cut stuff up in the pursuit of upgrades, that by itself would have carried me all the way to the end of the game, even if it took hours.
With that said, I still loved playing despite being annoyed/frustrated by the battery system/time limit/etc. The shared tool/work-piece space and having to organize things was really novel to me. I don't normally play games like this, but I think it has the potential to flesh out into a full Steam-worthy game.
An absolute triumph of a 72-hour jam game with stunning pixel art and an incredible atmospheric soundtrack crafted completely from scratch! The core concept of dissecting digital debris in Godot is wonderfully unique and engaging. Massive kudos to Justin and Blake for pulling off such a polished, complete experience in just one weekend!
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That said, I really like the idea, and I think that with more development time, this could become something genuinely professional. With a good story, more balanced mechanics, and perhaps some upgrades, additional tools, or new possibilities, I think this concept could go a long way.
It's incredible that you've managed to put something like this together in such a short amount of time. My sincerest congratulations on the work you've done and on the potential this project has!
It was a little bit difficult to figure out how to play, but once the timer started, I understood the basics.
I like how much is going on and how many interactable things there are. The little polyomino puzzle is fun too.
I found the balance a bit off. It seems like the only upgrade necessary to beat the game is repair, I only focused on it. On the other hand, the damage of the mines is pretty low, so may be you can just get a couple repairs done, but then, what's the point of getting other upgrades if you're going to win anyway?
I think the game needs some extra goals apart from just reaching the surface to make upgrade decisions meaningful.
I also didn't move the conveyor belt much. The scanner is so slow that it took me a while to scan the entire belt and cut out and send the necessary items.
*review written from (fresh) memory, so you can get an idea of what I actually noticed when playing*
- The battery doesn't recharge over time, to refill it you have to put in components(?). I spend an entire battery just trying to find half the recharges for it. What I would have preferred:
- Battery recharges over time, upgrades increase the recharge time.
- Merge the cut/mark tool, the act of switching tools makes it extremely hard for me to remember where I saw things
- Switching tools is hard, which is fine, but combined with the time limit I only touched the mark tool during the tutorial phase
- It would be nice if tools snapped back to where they were grabbed from when you were done with them (maybe when you press F)
- I prefer to click&drag rather than click->pick up->click->drop
- The keybinds were a bit unintuitive, but maybe that's from playing Luanti, I expected LMB=action and RMB=place
- What's the point of rocks (being able to pick them up)? I assumed they don't hold components, but I never checked actually.
- A chill mode would have been nice, I could only beat the game by abusing the tutorial mode, due to some of the previous points I couldn't keep up with the time limit at all. I found it really fun to just cut stuff up in the pursuit of upgrades, that by itself would have carried me all the way to the end of the game, even if it took hours.
With that said, I still loved playing despite being annoyed/frustrated by the battery system/time limit/etc. The shared tool/work-piece space and having to organize things was really novel to me.
I don't normally play games like this, but I think it has the potential to flesh out into a full Steam-worthy game.