Quick Scrap by Vimlark
You play as a scrap collector in space and must avoid the aliens that have moved into the abandoned mine you are exploring.
Descend down 4 levels to collect as much scrap as you can before making it to the exit portal.
Game tracks time on each level for 2 categories, ALL Scrap Collected and ANY Scrap Collected. See what the best time you can get in each stage. Post screen shot in the comments of yours best times!
Buttons must be shot to activate. Enemies shot will be stunned momentarily and will continue moving after. They cannot be killed.
Controls Move Left & Right - Arrows or A & D Burst Up & Down - Arrows or W & S Shoot - Space


See how it was made https://youtu.be/X0Pb_Y6Og8w
Ratings
| Overall | 130th | 3.884⭐ | 222🧑⚖️ |
| Fun | 140th | 3.845⭐ | 222🧑⚖️ |
| Innovation | 463th | 3.202⭐ | 222🧑⚖️ |
| Theme | 515th | 3.479⭐ | 221🧑⚖️ |
| Graphics | 107th | 4.082⭐ | 221🧑⚖️ |
| Audio | 173th | 3.661⭐ | 220🧑⚖️ |
| Mood | 343th | 3.421⭐ | 216🧑⚖️ |
| Given | 60🗳️ | 79🗨️ |
Overall I gave 3.5 stars, nice work!
i long levels when you die you go back to the start and it can be a bit frustrating, i suuget to add check point.
over all the game is good as always!!
I think that the movement is probably what makes this game stand out most. It really feels fluid and smooth. The graphics look great, and the monsters are creepy. Audio is good, and the music is probably the best you've made.
A couple gripes: When walking off a ledge with tentacles on it, you die, which feels unforgiving and frustrating. Also, the game is hard. It could have been a bit easier, with less enemies and less tight passages.
Overall, I really like this game. Great art, music, and gameplay makes this one of the better entries in the jam.
Overall the game is good with tight gameplay and a good challenge level.
Besides that, great game. Congrats :smile:
One bug I found, after finishing a level, it brought me back to the menu screen, and when I tried to select the last level that said unfinished, it gave me a black screen.
Great work overall! :D
I'm not sure if I set a new record on the first level or if that time is just my personal best, but I think this game would be a perfect candidate for online leaderboards.
The camera does move a bit slow when going upwards though, so you need to wait for it to catch up.
It could be interesting if the dashing worked in every direction instead of just up and down
Anyways, good game, ignore my distracted speculation.
I'm glad @0x746564 mentioned the walking sound... otherwise I would not have noticed it! Speaking of sound, I noticed you have some SFX variations for scrap collection, but apparently not for shooting and other common sounds. Slightly randomizing the volume and pitch of the sound effects would be a subtle but nice improvement.
You made it obvious that this is a game intended to be fun to speedrun... and it is! The vertical movement feels great. Unfortunately, the horizontal movements falls flat in comparison because of the speed difference. Did you consider using the same vertical dashes for moving left and right?
I'm curious to know more about your thought process in the development of this game. For instance, I noticed that enemies only shoot projectiles vertically. I immediately thought about rotating these enemies 90 degrees so they could shoot horizontally (or even diagonally), but I realized that might not be compatible with your established movement and shooting mechanics. I think that framing these design challenges and talking about how you approach them would make a very interesting and educational video. If you can make it happen, I'm sure you would help a lot of young aspiring designers make better game jam games!
Very good game :smile: let me know when level 5 is available!
As a note, it was actually easier for me get past most of the moving aliens without shooting them place. Because of that, you probably want to adjust the gun to make it better fit how its used. Consider either making it easier to use (ex: bigger bullets or shoots a burst of 3) or even worse (ex: make it a melee weapon).
I think the metal blocks showed up for the first time in level 4? Those would have been an interesting obstacle if they'd showed up in level 1 and 2, just as something to have to circumvent that wasn't as dangerous as the aliens. You could probably have just used spikes and boxes for level 1... And then the aliens would have been more exciting as a way to ramp up the challenge. You did a good job of introducing the shooty-aliens after the moving ones.
Well done!




(apologies for the bad cropping)
I really enjoyed improving my any% runs in the first two levels but the last two were a bit long so I was just happy to reach the end on those :smiley: Cheers!
Very well-executing
Bit frustrating when you get to grips with it
But once you start to master the controls and you're in the flow it's great
Well done :D
So I really like your game and I'm streaming Ludum Dare 48 games on saturday with my friend Teauorent on his Twitch channel - https://www.twitch.tv/teauorent - Saturday May 1st 4PM CET
First of all - that cool with you? This may redirect some traffic to your page for more people to try your LD48 game :smile:
If you'd like, please e-mails us anecdotes and sneak peeks of your creative process (photos, screenshots, beta/WIP asset renders, mood boards, concept Art, etc.) so we can present them alongside and illustrate your LD48 adventure to our audience :slight_smile:
Here's our e-mail to send all that good stuff to --> TeamChooChoo.GameJams@gmail.com [we will confirm receiving your e-mail(s) upon reception]
The show will be in french but I'm bilingual so you can totally submit in english, we'll take care of the rest :slight_smile:
Have a great day, I hope to hear from you soon - thanks for that great moment I spent testing your little nugget of a game, and see you in the chat on saturday I hope :heart: :smile:
I think you did an amazing job!!! love the art, love the music, love the levels (I did 100% on level 1, but couldn't pass level two :sweat_smile: )
A solid 5 from me
I personally would have liked a little bit more horizontal speed, but that wasn't really a problem.
Great entry, congrats!
Btw thank you very much for reviewing our game.. it was an awesome experience <3
- The responsive controls were a treat. Beautiful work.
- I would've loved if the horizontal motion was 30% faster (because I'm impatient and the up/down felt so good).
- The camera when going upward felt slow and debilitating. Ascending would have to be done slowly to make sure you're not walking in to an enemy offscreen.
- The sound of going up/down was so damn good, but part of me wished it was about 50 hz lower so it would actually be melodically tuned to the music. It sounds like a synth kickdrum and I was having a blast synchronizing it to the music.
- The scraps have no impact on the game aside "completionism". I didn't feel really incentivized to approach them...
- There should be a visual tell when an enemy is about to wake up from a stun.
- Needed at least one or two more types of environmental challenges to spice up the experience.
Great work :D
I would say stunning the enemy doesn't really do much (unless the enemy shoots projectiles). I think it would be nice to have them spit out scraps, or do something other than just be stunned and get un-stunned.
I also think there could be one or two more gameplay elements - something off the top of my head would be a "no-death" run, because I currently think levels could use checkpoints (opening up a new button is perfect, and makes sense to have). That way you could maybe incorporate deaths as a gameplay stat.
Gameplay controls really nice. I actually don't have anything to say about this, its just done very well!
Music is solid, gets just a little repetitive after a while, but i suppose most songs do :)
Controlling the player is very satisfying: the upwards and downwards dash are really well implemented!
The music is awesome, the sfx are nice, the level design is interesting... I liked everything from that game!!
It would be nice to have a ranking system though, because I collected all the scraps and it felt like I did very fast. It made me want to know if it was indeed good, compared to others.
Great job!!
It's quite a good speedrunning game, and the music fits that too. It would be nice to be able to share all the high scores in one screen.
Awesome job!

Спасибо за игру, очень интересно! ^_^
Here are my scores if you're interested :D
This is a really cool entry - big :thumbsup_tone1: Simple yet effective pixel art - very nice mechanics and well scoped entry :rofl: (You, me, everybody... with the overscoping...)
Have a nice one :smile:
Really nice game feel!

The nice feeling on descending strats. is that the collision-box is quite-tight! (after checking out you had debug-feature showcasing the collision box (orange), Quite curious of the small-purple box?

Somehow, You could still shoot after being KO'd 😸.. (I tried another strat to simply hold-fire the entire time for bypassing the shooting-slimes; Thankfully does not seem to be RNG on their movement/fire pattern)
Suggestions:
1. Somehow have the Player's projectiles emit kickback velocity or have projectiles ricochet and when you fire upon the ricochet'd projectile it will create a forceful "Parry-boost".
I think eventually more people would like to see more lateral boost for trial-sake!
2. It will be an interesting fusion if you could have procedural speed-run and players to compete by its generated seed. (plus the idea of having more interesting Speedrun category: Prime#-Seed Any% or CurrentTime = Seed for Multi-Seed [In place of Laps]..)
Kudos on Construct!
The camera is a bit to low when going up (as we can see in the gif in the comment just above this one)
Most of the gameplay elements/obstacles were displayed in the first level, wich lead to a pretty hard first level, delayed first reward/win and made the game feel repetitive in the next 4 levels. I think the overall difficulty curve would've benefited from simpler 1&2 levels, with few obstacles.
Let's finish this sandwich comment by a compliment bun : Good job !