Junkship by YogurtTheHorse

SOMETEMIES WEB VERSIONS DON'T LOAD. USE NATIVE ONES YOU CAN GET ON ITCH (we are sorry)
Be the space junker, piloting your trusty junkship, harvesting valuable loot from space debris! Use the GRAPPLING HOOK and your understanding of PHYSICS to find all of the black box scattered between debris, asteroids and dangerous gravitation anomalies (space junkers call them black holes despite the facts that they are clearly white).
Earn money and buy new shiny ships that allow you to explore every nook and cranny of this junk-filled-from-blood-spilled space.
FEATURES
- Physics based gameplay which creates tons of crazy situations
- Progression through 3 different ships, each bringing a fresh perspective on your surroundings
- Very nice shaders
CONTROLS
- Arrows to move around
- Z to shoot hooks (you can have many)
- X to remove your hook
- R to restart your ship
KNOWN BUGS
- Deadly slow loading sometimes on web. We cannot find why. Use native versions if needed
- Sound CRACKLING is not intended in web, it's a bug
Released bug fixes
- Attempt to remove cracks in sound 11.01
- Small money rebalance to make game just a bit easier 10.01
INSPIRING SCREENSHOTS

| Link | https://yogurtthehorse.itch.io/junkship |
| Link | https://yogurtthehorse.itch.io/junkship |
| Apple (Universal) | https://yogurtthehorse.itch.io/junkship |
| Original URL | https://ldjam.com/events/ludum-dare/52/junkship |
Ratings
| Overall | 182th | 3.839⭐ | 64🧑⚖️ |
| Fun | 354th | 3.452⭐ | 64🧑⚖️ |
| Innovation | 219th | 3.589⭐ | 64🧑⚖️ |
| Theme | 366th | 3.77⭐ | 65🧑⚖️ |
| Graphics | 104th | 4.294⭐ | 65🧑⚖️ |
| Audio | 192th | 3.656⭐ | 63🧑⚖️ |
| Humor | 647th | 2.111⭐ | 56🧑⚖️ |
| Mood | 104th | 4⭐ | 63🧑⚖️ |
| Given | 41🗳️ | 68🗨️ |
There's a lot to discover, and it didn't get boring!
Yeah, that's the idea of satelite. It's expensive but you either need to hook it from a distance and lose control, or to lose sime sight. But for that you get a great reward!
@vipaka Thank you!
@mcbombadev great that my effor is noticed
@klinsmannhengles it's a CRT shader, bloom effect, chromatic abbreviation and a few other small tweaks :) Great that you liked it so much
@lagerbe pleased to hear that <3
@piko the idea is that you get enough money to get a new ship when it's getting boring.So it's kinda a built in anti-boring system, I guess :D
On one hand, it feels like having a more fragile ship would improve the "trying to navigate a dangerous space debris field" feeling, but on the other hand, the game might become a bit frustrating, it is already tricky enough to travel around with all this inertia and the one-directional thrusters.
The non-literal take on the theme is a breath of fresh air too.
One of the most polished entries I've encountered so far, congrats!
@wolkp thanks!
@tildecat thank you :3
@ditam thanks for such detailed feedback! I really think that when you switch ship, you would get an answer for your thoughts about ship movements ;)
But yeah, 60% kb are bad for arrows, that i can understand x)
Yeah, balancing is what we need to make a better game, but it's only 72 hours unfortunately :(
this one is first one like that in ld52 for me
but i have to admit i am a huge sucker for space games :D
so! very very very solid production. the minimal graphics, the vibe, the aestheticc and the postprocess fx all come together to create an unique, crisp, well designed sci-fi vibe that pleases my eyeballs and ears
the moment i realized i could have _m u l t i p l e_ grappling hooks was amazing. never before i enjoyed hauling heavy objects in space as here (and never before i took so many risks and tried to carry _way_ too much)
the subtle touch of having the "anchor" of the hook _stay_ after disconnecting is also very satysfying (and sometimes embarrasing after multiple attempts :D)
i enjoyed the freedom, and practiced a bit before looking for the blackboxes (didn't know exactly what i was looking for - at first i thought that the red boxes will damage me if i hit them so i avoided them - only then i realized the truth...)
my best was carrying 4 sattelites at the same time :sunglasses:

_this post was made by the small ship gang, why pay 10k for the big ship when small ship is clearly superior!!!!_
EDIT: and huge props for respecting the SPACE PHYSICS, NO FREE BRAKING FOR ANYBODY, ONCE YOU'RE GOING YOU'RE GOING
I would have appreciated more progression elements. The small ship being required to navigate tight spaces made me think we were going into Metroidvania territory.
The music is nicely placed. The physics are good too when dragging junk around. You did a cracking job.
The only issue I had is collecting too many and being really off like slow and not moveable?
Nice work :)
Small ship is a risky one, and while it can go to small holes, it's an easy target for blackholes (I mean, they are holes too, so...) :)
While big ship is very hard to control it can simply ignore blackholes, has superiour hook and is an ultimate rescue machine
About EDIT section: God, finally someone gets it!!!
@stevepixelface thank you!
@zsharpfire Thank you! hmmm.. is it so bad? Everyone liked it :(
@zungryware yeah, it's meant that you can finish game faster, but if you want to continue, you can still paly it and solve other puzzles. But if it's enough, than you don't have to. Enjoy as musch as you want to! And yeah, Metroidvania wibes are intended, hehe. This is our progression :)
@d3kryption I've answered that before - it’s a CRT shader, bloom effect, chromatic abbreviation and a few other small tweaks :)
I wouldn't call that an issue though, this is how physics and balance work :DD
Thank you!
Love the eerie atmosphere as well.
Here is my playthrough:
https://youtu.be/ZHY2krSbNkw
Кстати, привет заснеженному Петербургу!
@diesdas thanks! Nope, no such ship, though the small one is very fast (good luck not crashing it every 3 seconds, though :D)
(I mean I knew I wasn't really flying through space, heh)
I played for a bit with my arms crossed, and it was better until my arms got tired.
Solid game. Fix the control scheme. Or make the keys rebindable.
@jumpirate thank you! Well, it's a skill game, so it's the idea of the genre. Such control makes you improve your skill and generates unique situations if you make mistakes :) There are also a two other ships with different movement properties, so if you continue playing you would be able to change that aspect!
@justin-c arrows is not a bug, but a very reasonable design of UX, so it cannot be fixed by rules of LD. The idea of such choice comes from the fact you don't use mouse in that game. Making people use it ONLY for two buttons seems a bit strange, because you would instinctively try to shoot to the position of the pointer, which only would make you confused (and we don't shoot to poinеer position also for reason)
More over ZX(C)-Arrows is a very classical scheme for 2d games that dont use mouse. Spelunky, Celeste and a lot more use it. A long while ago it was mostly Shift-Control-Arrows (like in classical DOOM), but things moved to ZX after some time. The reason it changed to WASD is that games started to use mouse with your right arm, so bindings had to move to the left part of the keyboard
There also was an option to make WASD + E + Q, but that would be a terrible UX from ergonomics view, bcs you would control the whole game with single arm, which 1) makes it weird for second arm 2) makes you do a lot of different actions in the same time with single arm which is simply harder than making it in parallel with two arms
So, this control scheme is pretty classical and have good reasons. If there was more time, we would obviously made rebindable layout, so everyone could be happy, but this is it, unfortuantely. You should be able to play without crosing your hands, though, without any problems :)
I had a lot of fun! Thank you!
https://ldjam.com/events/ludum-dare/50/too-cute-for-space-fights
Just one complaint I have is the drag of the ship. I saw some comments on this and I know the big ship is less floaty, but there are sometimes where I get lost far away from the map and it gets pretty hard and slow to return to the base.
Overall, a beautiful and fun game.
My recommendation would be on the driving of the ship, I understand is by design, but when it turn it can be a bit disorienting, not sure how can that been improved. But I would add a dash with a cooldown it been able to hit back for slowing it down.
Sadly i didnt get to the 3rd ship because i felt its a bit too expensive to get and at that point, probably by my reckless driving all of the resources and black boxes ended up in the center of black holes and i couldnt get them out :(( So i would say just lower the price of ships a bit or add more parts to harvest. Other than that great entry!
great entry, well done!
also, if possible, please go check my entry, I'd love your input!
@binaryprinciple thanks! Your feedback is very subjective. Like, we understand that not everyone like current movement style, but a lot also like. So it's a stumbling block, kinda. Still figuring out how it could be done in a way everone likes
@kikiriki367 thank you! We already tried to make it more economical friendly, but ballancing in ludum games in something we still need to master even after 4 jams, apparently
@chompdev thanks for your feedback <3
@amarokczukay thanks! Well. Everyone can choice their own way of palying. I personally like more fast and risky type of gameplay :)
@andy-link oh. We really tried to point on the fact you can hook as much as you wish, but seems like without some kind of tutorial it's just not possible to make easy-readable. Though, as you found out that small secret we are really pleased you liked the game!
@pedro-d-almeida wow! Thanks for so much of love to our little entry <3 I would try to get to your entry when I stop being busy with IRL activities :(