It's so cool to see everyone's recommendations and thinking that's cool and then later Salvagette comes out and you can see a lot of the suggestions implemented into the game. Thanks for listening and implementing our suggestions! P.S Great game love the music.
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Just released a small update to fix some sound balance issues, and to fix the game locking up if you don't have cookies/localstorage enabled.
Am I missing something, how do you start the game? Music plays but I can't click anywhere or interact with anything on the menu screen with the arrow keys?
Edit: OK it works on Edge but not on Chrome for some reason.
Oh, it looks like you are right! It has to do with the game having permission to save in the browser memory. I will look into fixing it - sorry about that!
Additionally, I often don’t care about SFX options, but this is a case where I would like to either adjust the sound effects or just turn them off. They are pretty loud compared to the music
I absolutely love this game. Even though it is turn-based, it still is really stressful and makes you feel super badass when you finally beat it.
Do you ever plan on making a second salvage game? The first one was great but there should be bosses and changing attack patterns.
Oh thanks! I don't have any specific plans at the moment, but are definitely improvements or additions I would like to make when I get the chance.
You should make this into a really big game then add it to steam.
Multiplayer would be cool....
Yes yes yes yes yes
Idk bout multiplayer tho... teaming up would be nice but turn based multiplayer is all too often a big pain
Also I was just brainstorming around and I totally thought up an enemy that I would really like to see added. Shall I describe it?
Basically it spawns on the wall and does the usual charging up blue circle thing. When it attacks, it launches ITSELF at the player/decoy and can be destroyed like any normal enemy. Here’s the catch: it carries a ball chained behind it. That’s the thing that does damage. Avoid them while they’re flying, eliminate while they’re down. Once they contact a wall, floor, ceiling, they stick to it and recharge.
Did I ramble too long? XD
Anyways please ask me for anything if there’s anything I can do to help you release the next game/update!!!
That is not a bad idea at all! I think for an updated version I would want to make the game more strategic where possible, so enemies with more varied move-sets would definitely be a part of that.
I may try to do some bug fixes soon, but if/when I have anything more concrete I would definitely appreciate your help!
Wow, that's amazing! It looks pretty well figured out!
I do have a number of fixes and small improvements that I've been meaning to do, but I have not been able to get around to them yet. Hopefully later this summer!
I don’t know which glitches you’ve noticed, but I have a small list of things that I’ve discovered if you want to hear about them.
That would be great! I almost certainly (havent) discovered every problem myself
So far I have found:
Entering the tutorial and then going back to the main screen will always bring up the option to resume current game. This brings up three different results depending on what ending you got last: getting a death ending will play the game in real time speed with living enemies aiming at the position where you died. Getting an ending where you go through the gate will simply let you pick up where you left off, and getting an ending where you destroy the shop plays the game in real time and makes you invulnerable, as well as making it impossible to get to the next round.
Unlocking the gate and entering the tutorial opens up an invisible space where the gate would be.
The times where being close to an enemy seems to make bullets work less often? I haven’t exactly figured out what causes them to not deal damage but I can do it pretty consistently
Also, did you purposely program drones and lurkers to be able to crash into walls, making them commit suicide?
Interesting! I hadn't known about most of those - the last one is particularly worrisome (it isn't suppose to happen!)
The one thing that is at least intended is that the bullets aren't damaging for a narrow window after they are created - I wanted to make it so you wouldn't get hit by a bullet that was too close to see or respond to. But that 'activation' window might need some tweaking.
There should be some kind of action replay after end of each wave which shows what you just did (but without those turn pauses). Seeing yourself dodging bullets and destroying enemy is so badass.
Great game! I kept dying,but then I realized you can buy upgrades. I would have never thought of a turn-based bullet hell!
Oh!! That's a really fun game!
Thanks to everyone who has been playing and commenting and everything!
Quick update: Keyboard controls were broken today, but they should be working now (arrow keys to move). Sorry for the inconvenience!
Awesome game! Keyboard support?