Metallic Yield by Daniel Alhadeff

This game requires a dedicated GPU -- The 3D giveth and the 3D taketh away
Citizen, your name has been drawn via Lakon-Dye Selection

Responsibilities of the Selected-Harvester
As the selected-harvester it is your duty to dive down into the irradiated wastes and harvest parts from the skeletal remains of long forgotten skyscrapers. The work is dangerous, the dust-clouds near the surface are extremely radioactive, and most harvesters don't return.
Council has deemed fit to provide you with the latest in sky-harvesting technologies:
- The Matter-Stream Transmitter
[Left Click], to allow for remoting harvesting. Instantly transmits requisite elements back to the Valkyrie. - The G4PL-Tether Device
[Right Click], usable for rapid vertical recovery & unsanctioned grappling maneuvers.
May Mercer guide you, Godspeed.
Tools & Inspiration
I took heavy inspiration for this game from Deep Rock Galactic & GOOM (a previous game of mine) - Unity - Random, real-life construction debris - Paint.net - Audacity - (Font) IronManOfWar
Headphones Strongly Recommended
| Itch.io | https://zebulah.itch.io/metallic-yield |
| Original URL | https://ldjam.com/events/ludum-dare/52/metallic-yield |
Ratings
| Overall | 51th | 3.921⭐ | 21🧑⚖️ |
| Fun | 62th | 3.816⭐ | 21🧑⚖️ |
| Innovation | 23th | 4.056⭐ | 20🧑⚖️ |
| Theme | 18th | 4.368⭐ | 21🧑⚖️ |
| Graphics | 95th | 3.895⭐ | 21🧑⚖️ |
| Audio | 31th | 3.974⭐ | 21🧑⚖️ |
| Humor | 170th | 2.676⭐ | 19🧑⚖️ |
| Mood | 16th | 4.132⭐ | 21🧑⚖️ |
| Given | 21🗳️ | 7🗨️ |
If I had more time, I wanted to add a shader to allow the players “scan” the building to see the structural integrity & find specific resources - but with only 40 hours for the Compo (I started late) I’m pretty satisfied with that I was able to get done :)
Incredibly well made.

I felt like I wanted more of a challenge than "don't stay on the ground too long" or "collect more of the resources", but I'm not sure what that challenge might be without adding something entirely new. Having to grapple back up to the ship at the end was a nice twist, as getting back up would be tougher if you harvested too much.
Nice idea overall! Well done!
@auros Thank you so much! For the lore, I wrote down a couple of keywords/names, came up with a vague dystopian/steampunk theme, and let my sleep-deprived brain fill in the gaps :) I have to say some audio filtering (in Audacity) definitely helped to sell the vibe.
@rincs That was a nail-biting stream! I'm happy you managed to escape – thanks for playing!
@derpygamer2142 Steel is the big metal support beams – in future LDs (if my games have objectives) I'll probably allot some time to create specific iconography.
@jonathan-alderson Very, very much appreciated.
@floyd, @raphytator Thanks for playing!
@tildecat Still trying to nail down the cause of that bug – I hope it wasn't too jarring. It turns out spamming public static bools during the last hour of the compo isn't always the best idea :) If you need to quit the game you can open the pause menu by pressing ESCAPE.
@hawkin Thanks! I did some "interesting" tricks to fake the environmental dust. I have a camera space particle effect with a low-strength subtractive filter. The effect is stronger on farther away elements and adds variation to the scene-wide fog. I do agree, adding another challenge/mechanic would have been nice – I initially wanted the player to collect "cassette tapes" throughout the structure but I quickly realized how much time that would have taken to implement lol.
@weirdybeardyman Thank you so much! I wanted to make this game feel more like a ["vertical slice"](https://www.whatgamesare.com/vertical-slice.html), a well-polished part of a larger game, closer to a standalone level than a standalone game. The radiation screen effect is one of my favorite Game Jam tricks – I can make an effect faster than I can draw a health bar :)
Checking out all of your games now :)
Here's the VoD so you can jump to your chapter and see it again!
https://www.youtube.com/watch?v=NYvmJ8_8kww