Scrapped by Random-storykeeper
As the only still-functioning robot wandering around the junkyard, the other robots have come far and wide to harvest one thing: your valuable upgrades! But with a little help from your abilities, you can push and destroy them in a heaping pile of scraps and harvest their powerups before they harvest yours.

Controls
- WASD to move around the arena
- Move mouse to aim
- Left-click/hold to shoot
Gameplay
Robots will pursue you from any direction. Shoot to push them into the scrap pile. After every 10 robots destroyed, you will get a randomly chosen upgrade to one of your 3 powerups:
- Player speed

- Weapon firing rate

- Invincibility time

Hitting an enemy causes you to downgrade one of your abilities. When all three abilities are at level 1 and you are hit again, the game is over.
Screenshots



Credits
- Graphics - @Takeshi64
- Programming - @ijzm
- Music & SFX - @Random-storykeeper
| Link | https://teamspontaneouscombustion.github.io/games/Scrapped/ |
| Original URL | https://ldjam.com/events/ludum-dare/52/scrapped |
Ratings
| Overall | 653th | 3.1⭐ | 22🧑⚖️ |
| Fun | 606th | 2.975⭐ | 22🧑⚖️ |
| Innovation | 372th | 3.35⭐ | 22🧑⚖️ |
| Theme | 746th | 2.875⭐ | 22🧑⚖️ |
| Graphics | 418th | 3.595⭐ | 23🧑⚖️ |
| Audio | 161th | 3.7⭐ | 22🧑⚖️ |
| Humor | 602th | 2.344⭐ | 18🧑⚖️ |
| Mood | 712th | 2.85⭐ | 22🧑⚖️ |
| Given | 13🗳️ | 18🗨️ |
The strategy change was a lot different from the others. You now have to camp around the scrap heap. On top of that, you needed to make sure your shot angles were correct and would push the robots in. This already created a different enough strategy that felt fresh.
Although the bouncing mechanic killed me MANY times (24 was the highest I could reach), I'd still say that the design choice to do that was great, mostly because I'm tied of the same shambling zombie mechanic and having things come at me.
The upgrades were pretty different as well. I can't help but guess you went for the implementation because you lacked the time to make a whole UI and selection menu :P Ultimately I'm ambivalent on the choice of upgrades instead of HP taking a hit, I think it could go either way.
For such a loaded genre, you still managed to find a fairly unique design in it. Good stuff!
I like that shooting robots more than once increases their velocity, and I think the bounce mechanic is cool. But I think that they probably move _too_ fast. More than once I accidentally shot a robot into another, setting off a chain reaction of bouncing robots that was impossible to avoid. It made me play very cautiously.
The UI elements are very small, and I'd recommend making them about 5x bigger. With them being so small and in the corner of the screen, I found it very difficult to pick them up with my peripheral vision. They contain important information, so they deserve to be about as big as other important elements (like the player and enemies).
Maybe the UI is a bit too small, but that's not a big deal.
What I liked:
* Killing the bots by pushing them around into the pile felt very innovative and made this game different from other games of this type.
* The "health" mechanic being a loss of a random upgrade also felt unique.
* The art looked really nice.
What I didn't liked:
* I think the upgrade could've come sooner. At least for me, killing 10 robots was really hard, and I almost always got hit at least once before getting the upgrade, so I never actually managed to upgrade anything beyond the initial 2 levels.
* The difference between the different upgrade levels didn't feel big - I didn't feel like it actually made gameplay harder when I had firing rate at level 1 vs level 2 for example.
* There could be better indication when you get hit (maybe some sound effect or particle effect?)
Anyway, had a lot of fun playing this!
The sound is very good, and the gameplay is very simple and fun.
Good work!