Iris's Scrappy Rumble by LDJam user 315170
Intro
Oh no! Iris the Mechanic has been kidnapped by evil robots! Help her destroy the robots and harvest resources from their corpses to create weapons to continue the fight!
How long can you last? Post your scores in the comments... :smirk:

Controls/Tutorial
The items you create depend on which combinations of scrap wood, scrap metal, and scrap plastic you use! Each of them have its own varying effects that have their own advantages and disadvantages in combat. Use them all to overcome each wave! * Move - WASD * Doge Roll - Spacebar * Aim - Move the Mouse * Left Click - Craft/Throw
Look at this long wooden spike!

And this HUGE hammer! These robots won't know what hit them!

No evil robots were harmed in the making of this post.
| Link | https://github.com/sscolon/ludum-dare-52-game |
| Link | https://scolondev.itch.io/iris-scrappy-rumble |
| Original URL | https://ldjam.com/events/ludum-dare/52/iriss-scrappy-rumble |
Ratings
| Overall | 15th | 4.167⭐ | 26🧑⚖️ |
| Fun | 5th | 4.292⭐ | 26🧑⚖️ |
| Innovation | 29th | 3.958⭐ | 26🧑⚖️ |
| Theme | 222th | 3.396⭐ | 26🧑⚖️ |
| Graphics | 43th | 4.167⭐ | 26🧑⚖️ |
| Audio | 11th | 4.196⭐ | 25🧑⚖️ |
| Humor | 101th | 3.19⭐ | 23🧑⚖️ |
| Mood | 78th | 3.739⭐ | 25🧑⚖️ |
| Given | 22🗳️ | 28🗨️ |
Good luck for the victory
- The game is obviously very fast-paced and it is hard to be strategic about what types of weapons you're going to use, you spend most if the time just dodging the bullets. Maybe the bullets should be slower, or maybe there needs to be a way to heal?
- Sometimes the enemies spawn right next to you and hit you immediately, which is a bit sad :)
- Speaking of dodging the bullets again, the room felt a bit too small and the enemies a bit too fast. At some points is seemed like I've no option other than just making circles dodging the bullets and not letting the enemies to get close, and I'd occasionally shoot if I happened to step on enough weapons. So, maybe increasing the room size would make it better? Or maybe even add obstacles and stuff.
From the title screen with the cute main character I loved this game. Very polished presentation, beautiful art and music and a very addicting fast-paced gameplay loop. Every time you finish a round you immediately have to start playing again to get an even better score. Really amazing all around, great job!
@lisyarus Yeah, I noticed quite late that there were a lot of balance issues that needed to be addressed. The game was actually originally much, MUCH harder than this. I toned it down a lot in the final hour. If I had a bit more time I'd definitely look into some sort of healing or permanent upgrades as the waves progressed.
Looking forward to seeing where you take this, the combos got my hyped!
My only real criticism is that I would've liked a way to heal the player, even if it's a really scarce pickup, because as it stands, early mistakes motivate the player to just restart the game, as there's no way to get health back.
And also, this isn't really a criticism but a suggestion if you intend to keep working on the game (which I would!)
- have you considered having 2 item crafts, or even 1 item crafts? they would of course be weaker than the 3 type ones, but they would give ammo in a pinch! I wouldn't really know if this makes the game better though, only testing it would :)
I'd also consider @lisyarus comment about making the bullets/enemies slower to make crafting ammo easier, and not something you stumble upon while running for your life!
(But that's very subjective, the game is still very cool)
As a note, I had to change keyboard layout otherwise WASD was in the wrong place (I was using the web version if that's related). I haven't had to do that for other games, so I wonder if the input mapping is a bit 'off'.
Well done!
@nikitavychuz Yep, that's another balance issue I didn't have too much time to address. I'd probably want to make the crafts a bit more impactful so you need less components to handle each individual combat.
@yogurtthehorse Heh, yeah I've been working a lot on refining my art style to find a good balance between effects, visual feedback, and gameplay. I don't want anything that's too intrusive to the gameplay loop but I do want it to feel juicy. I think I'm almost there though!
As always, thanks for the feedback everyone :D. The comments are always the best part of these jams <3
I like the unique interpretation of the theme, and the gameplay was pretty quick to pick up on, but I'm unable to beat the score I got when I first started playing and had no clue what I'm doing. (I'm glad I took a screenshot, it doesn't look like you have a highscore tracker?)
One suggestion I have would be to make the enemies more distinguishable from the loot, on my first run I think I lost some hp trying to stuff the first enemy into my pockets (yes, the same run I somehow highscored on)
If this was easier/less challenging I would have played for longer. But I can't stand the smug look on the face of first-try me every time I compare my consistent measly score of 3-4k with their 6.8k. They asked me to tell you "Great work!" :P

Here's the VoD so you can jump to your chapter!
https://www.youtube.com/watch?v=NYvmJ8_8kww