Spin Salvager

Pilot a spinning industrial salvage rig through dangerous asteroid fields, cutting apart rocks and collecting valuable credits.

Complete sector quotas, unlock powerful upgrades, and grow your rig with stronger lasers, blades, reactors, and tethers. Each upgrade lets you push further, earn more, and take on increasingly valuable targets. 

Controls

  • Movement - the spin rig follows your cursor
  • Tethers - use the LEFT MOUSE BUTTON to drag asteroids into your blades
  • Dash - use the SPACEBAR to dash in the direction of your cursor

Features

Can you earn enough credits to clear your debt?

Published 21 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(4 total ratings)
AuthorDysfuncGames
GenreAction
TagsArcade, Asteroids, Casual, Incremental, Short, Space, upgrades
ContentNo generative AI was used

Comments

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Thanks for the fun game. Here is some thought I have  when I play it:

1. I think there is some bug or hiden limit in the tether system. In the begining of a game, we can pull many rocks and have fun, but in the late game, no mater how I click the left click, there is no tether.

2. In the late game, when there is less than 10 rocks in the map, it is very easy to lost in this background. We need something to tell where we are. It would be better if we can tell where the rocks are, or we can just leave the map with what we gained.

3. I like the idea of every component has its own energy consumption, but I don't fully understand it. Does the laser system just consum energy every second? The energy is not 0 before we enable it. Does it consum energy before the system even online? Same for other component.

Great game, was easy to get lost when there were only one or two asteroids left. Would be great to have a buyable scanner, could start out with a just your map coordinates, then maybe a mini map, then could sense asteroids at different ranges.

It looks like thruster efficiency reduces the tractor radius instead of the thruster efficiency

This was a lot of fun, but I finished all upgrades before making it through all of the levels.

Not sure if I'm looking at it wrong but for some reason on the Rig Stats I can see buying the Thrust Efficiency upgrade specifically reduces my Tractor Radius (the same stat the Tractor Aperture upgrade increases) and nothing else changes

(copied my review from incrementaldb)

Interesting take on the 'nodebuster' format. Only two things I didn't particularly like: 

I don't think that the "enemies drop energy pickups" upgrades are at all interesting, and often times they completely eliminate the efficiency and time based aspects of the game. It's not always bad to completely do away with that aspect eventually, but if you do it in a lazy way like that and also there was limited struggle with efficiency in the first place, it doesn't feel as good as it could if you had multiple ways to solve it. 

Not enough content, and I feel as though the levels could maybe be better diversified so that some upgrades would be better than others. In the early stages for example, if you made it so there's a really sparse level, it could punish the people who went all in with just movement speed upgrades rather than any efficiency upgrades etc. Perhaps some enemies would work as well, with different tactics required to defeat long range ones, etc.

(+1)

Thanks for the feedback, agree with everything you have suggested, really appreciate your time!

A nice version of a time limited incremental game. I found the start quite slow, but the game hooked me enough to play through to the end.

I managed to sustain a run in the penultimate level which gave me enough cash to buy every remaining upgrade prior to trying the final level, and the jump in efficiency felt hugely satisfying. Though this may not have been the intended way to experience the game.

The tether and dash upgrades add to the experience by giving the player more options, but I found generally that I'd rather save my Energy than use the dash, until the final two levels where my upgrades were advanced enough to do as I pleased.

Given that the game is primarily controlled by mouse position, it would be helpful to confine the pointer to the game window when it's in focus.

(+1)

Hey, thanks for the detailed feedback - yes the big jump was intentional, given the variety of options I ran out of time to properly adjust the energy economy, at the start I wanted you to worry about your energy with the end of the game being more free to do as you please, so glad that worked out. Yes constraining the mouse would have been a good thing to look at and one I did not consider to be honest.

Thanks for playing and persevering and again thanks for the feedback

Really cool concept and game loop. I enjoyed playing it. The higher tier upgrades or upgrades further down the skill tree could be a bit more expensive for late game and I think a skill that tracks the last few remaining asteroids would also be nice. Good luck on the jam!

Yea agree on the clean up skill, yea I was debating the length of the game - thought I would need a little more content to stretch out the gameplay. Thanks for playing