
Garbageland
A downloadable game for Windows and macOS
Garbageland is a Breakout/Arkanoid inspired RPG set in the distant future, where mutants eke out a rough existence by scavenging the waste of the past.
You play as Worm, a young mutant who is pulled into a grand adventure when they encounter Raleigh, a scientist for the mysterious Project, which seeks to restore the world to its former garbage-free glory.
Worm isn't a fighter; instead, they utilize the trash-filled environment to take down their foes. A charging beast might bash into some crates, taking damage. Or a hostile machine might get taken out by a ricocheting volley of its own bullets.
Worm's allies also have a range of useful abilities to help you on your quest!
Garbageland is still in early development, but there's a demo dungeon you can play below! I also post regular devlogs featuring screenshots, clips, and maybe even more playable tidbits as I work on the game. Follow along, if you dare...?
![]() | Worm - Young Scavenger Skill: Provides a brief speed boost. |
![]() | Florbus - Chivalrous Toy Skill: Electrifies a nearby metal block. |
![]() | Raleigh - Wandering Scientist Skill: Creates an area of slime that slows some enemies. |
![]() | Dartmuth - Time-lost Cosmonaut Skill: Shoves blocks around. |
![]() | Loam - Supreme Lithomancer Skill: Creates a stone block. |
![]() | Gam - Veteran Scavenger Skill: Finds useful items in combat. |
![]() | Eerf - Mysterious Mutant Skill: Produces bubbles that hurt enemies. |
Status | In development |
Platforms | Windows, macOS |
Rating | Rated 5.0 out of 5 stars (5 total ratings) |
Author | alex ilitchev |
Genre | Role Playing, Adventure |
Made with | GameMaker: Studio |
Tags | Post-apocalyptic |
Average session | About a half-hour |
Inputs | Keyboard, Xbox controller |
Download
Click download now to get access to the following files:
Development log
- Tales from the Dump #8 - Ruins DemoJul 11, 2021
- Tales from the Dump #7 - Demo Dungeon!Jan 31, 2021
- Tales from the Dump #6 - Wrapping Up 2020Dec 27, 2020
- Tales from the Dump #5 - Let's Go Shopping!!!Nov 11, 2020
- Tales from the Dump #4 - Summer's EndSep 27, 2020
- Tales from the Dump #3 - I'm the Bad Gly (Duh)Aug 16, 2020
- Tales from the Dump #2 - Room GenerationAug 02, 2020
- Tales from the Dump #1 - Welcome!Jul 31, 2020
Comments
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Alright, feedback stuff.
Things I like in the demo:
-This art style, world, and character design
-The type of humor the item descriptions promise
-"in-the-field" breakout games are rare, and the premise of this one is solid
Things that I would definitely work on from the demo:
1. Okay, again, I like the spread of characters, having a variety of abilities to pocket in a fast-paced dodging game is key, but having all seven of them snake-training through the screen presents a lot of visual clutter. Since speed boosting is always useful, maybe give Worm's ability a separate button, and implement a companion-wheel type mechanic like the Paper Mario games, where only the active companion is on the field with you.
2. Going into it blind, I had enough general game-sense to feel my way around and figure things out, but Garbageland would definitely benefit from a tutorial dungeon and maybe some GUI design. As an example, in the first combat room of the first dungeon, I almost missed an item because the styrofoam take-out box it was in was just baaaaarely conspicuous enough in the ruins made of literal garbage that I thought to poke around on top of it and hit buttons, discovering the Inventory! Then I spent another minute looking over all the stuff already in it (more on that in a second) and wondering why Worm was thinking really hard about this beet. A little more playing around with opening the inventory both on and off the take-out box confirmed that theory, and now I finally had learned to pick up an item!
OR there could be a dialogue between characters saying something like "Salvagable trash! Press E on it!" the first time, and the floating inventory space could have "On Ground" over/under it in the inventory menu.
3. I'm like 90% sure this is only an "Early Access" problem because no narrative yet, but again, I found myself thrown into a group of 7, each of whom has a (face), a (name), and a (power). The problem lies in there being no quik'n'easy way to cross-reference that in game and the game likes to give you partial info. I mentioned all the stuff pre-packed in your bag; again, having these "recover power" items is good for fast-paced gameplay where you need that ability recharged yesterday. But the thing is: I haven't a dang clue who gets what! Yeah sure, "Loam" (name) the "Lithomancer" (power) likes the gummy worm, but when I'm looking at the HUD, I don't see (name) or (power), I see (face), and having just been dropped in here, I don't know which handsome lad can poop rock blocks! Again, pretty positive that literally fixing this is as simple as "add narrative," but in the meantime and maybe even in final, the stop-gap method of sticking a character's face icon on the end of their name and/or putting everyone's name below their icon on the HUD would make surveying the team easier
Misc.
-If there's only 16 inventory slots, please, please make stuff stack. Or if you're trying to encourage using consumables, make sell-junk stack. Please.
-Real talk, that "allies" section ^^^up there^^^ is really useful. If that had been stuck in an in-game help screen along with a refresher on controls, point 3 would be a LOT shorter.
-Speaking of, consider putting the start-up controls guide thingy in a help screen, accessible from the pause menu below options. Only being able to see what buttons do what once, before I'm in the game is something that always leaves me with a little bitter taste in my mouth, albeit mostly for games with a *lot* more dedicated a button-map than Garbageland. Garbageland was more "Wait how do inventory? Smack keyboard time"
IN CONCLUSION
I liked visiting Garbageland, it has promise, and I hope to see more and better game down the line. Suggestions TL;DR: Less characters on screen, rework HUD, inventory stacking. Keep up the good work, I want to throw money at you down the line for this.
Hi, thanks for taking the time to play and send your thoughts!
Please note that this is an in-development demo dungeon meant to test the mechanics of the game. The full game will address a lot of your concerns, as it will have a story, tutorial stage, and will introduce allies gradually rather than all at once! (Giving you a chance to learn their abilities one at a time.)
As I work on the game I want to give people a chance to play bits and pieces of it, since it's fun, and provides useful feedback that helps me improve. (There's only so much I will notice playing it myself, after all.)
The next demo I am planning, for example, will actually pare down the list of allies you have access to (now that I feel confident all the skills work as intended), a town with a shop to sell your junk at, and a bigger quest for you to tackle. Hopefully you'll check that out too!