SCRAPHEART
Your hull is failing. The pieces tearing loose are your own.
SCRAPHEART is a 60-second salvage run. Debris spawns, decays, and vanishes — what you don't reclaim is gone for good.
Your chassis holds four slots. There are five pieces.
Something always gets left behind.
Controls
| WASD / Arrows | Move |
| E | Reclaim the nearest piece |
| A | Drop your last piece |
| Space | Dash — requires a Cell |
The five pieces
| Engine | Raises your speed |
| Plating | Absorbs one hit, then breaks |
| Manipulator | Extends your reclaim range |
| Cell | Unlocks dash — a second Cell shortens the cooldown |
| Antenna | Marks where the next piece will fall |
Made for Eclipse Publishing Game Jam
Theme: Salvage
Engine: Godot 4
Built: solo, in 96 hours
AI usage
I used Claude (Anthropic) for concept brainstorming and debugging assistance. All design decisions, playtesting, balancing and implementation choices were mine.
No AI-generated art or audio. All sound effects were generated by me using jsfxr. All visuals are procedurally drawn geometry — no external assets.
| Published | 7 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Luffy0309 |
| Genre | Action, Survival |
| Made with | Godot |
| Tags | Arcade, Godot, Minimalist, Score Attack, Short, Singleplayer |
| AI Disclosure | AI Assisted, Text |

Comments
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Thanks for submitting Scrapheart! We wanted to give you honest feedback, because there’s a solid idea here that’s being held back by a few technical issues.
To be upfront, this was a frustrating experience for us. A lot of the time we died in ways we couldn’t explain, often to enemies that were nowhere near us. That made it hard to tell what we did wrong or how to improve, which pulled us out of the game.
The biggest fix would be improving the hitboxes and hit detection. Making sure damage only happens when an enemy actually connects, and giving clear feedback when the player gets hit, would go a long way toward making deaths feel fair. Once players trust that every hit is earned, the game becomes much more enjoyable to learn and master.
With those issues sorted out, this would be a solid idea with the potential to grow in really any direction. The foundation is there, and we’d love to see what it becomes once it plays as well as the concept deserves.
Thanks for being part of the jam, and great work!
Hey, I also participated in that publisher's Game Jam. If like us you are not entirely satisfied on how confusing things went about that jam I invite you to submit your game to the Salvage the Jam so we can have a safe place where we can all showcase, play, and feedback our games!
Go check it out :)