In Savage Salvage, you play are a skeleton in the deepest depths of a fantasy-styled dungeon, who is fed up with their lot in life and wishes to live free on the surface. Your fellow monsters don’t take kindly to your desertion, and now you must fight your way past them to reach the surface.

There is no end to the game, you will get a score when you die by losing all limbs. We did not have enough time to add sounds, but that will be the next step once we can edit submissions.

Controls:

Left click your connected limbs or limbs in your inventory and click again somewhere else to place them back down

Right click while holding limb in hand to rotate

Left click enemy to select who to attack

Right click a connected limb to attack selected enemy

Each limb has a blue cooldown bar and a red health bar


Programming: batskywalker

Art & Organization: ToonElliot

Game Design Document

Published 20 hours ago
StatusReleased
PlatformsHTML5
Authorbatskywalker
Made withGodot

Comments

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(+1)

I was frantically trying to keep up with moving all the pieces around and targeting and swinging limbs on my trackpad. Really interesting concept, I liked how the different pieces interacted like the fire doing more damage to the wood and less to the skeletons. It added another layer of strategy to the hectic gameplay. I agree with viv that an auto target QOL would not go unappreciated, as i found myself "swinging" at nothing on accident quite a few times. Really fun!

(1 edit) (+1)

This was a really fun concept and the inventory visual is super cool. I did end up having to read your design doc to understand how the game worked as I was confused why my limbs were not hitting the enemies, but once I figured it out, it was really immersive. I think some quality of life mechanics like using a key or tab to immediately select a new enemy or another limb could be helpful, but this is just coming from someone using a touchpad so I might not be the demographic. Overall, I hope you continue developing this game! 

(+1)

Thanks for playing! I definitely was not in the mindset for accessibility, so that's definitely something I'll add in the future, but I'm glad you could still get the hang of it!