Game: Extraction

09 Mar 2025

Extraction Screenshot.

Brackeys Game Jam is back with the theme “Nothing Can Go Wrong…”. This time I began with a rough idea of the kind of game I wanted to make: 2D map generation with exploration in the style of Curious Expedition, but with a sci-fi twist.

The Idea

This resulted in Extraction, a game with three key components:

Team Building

Players begin by assembling a crew of four, each with their own unique strengths and weaknesses.

Team Building

This was implemented in a similar style to Rimworld, where each character has a set of randomised traits that determine their underlying stats. Those stats (Fitness Fitness, Resilience Resilience, Education Education, Survival Survival) are used for skill checks during encounters. For example, the Scientist background provides +30 Education whereas the Sickly trait reduces Fitness by -50 and Survival by -10.

Stat Description
Fitness Fitness Physical ability
Resilience Resilience Stress tolerance
Education Education Formal training
Survival Survival Self-sufficiency

World Generation

Each map is unique and contains a variety of biomes for the player to explore.

Map Overview

Maps were generated procedurally by creating noise with FastNoiseLite and assigning biome types according to specified value ranges. Each biome also contains variant tiles, which lead to unique encounters.

Range Biome Variants
[-inf, -0.4) Water Water Water (Ripples) Ripples (1%)
[-0.4, -0.2) Marsh Marsh -
[-0.2, 0.3) Desert Desert Desert (Oasis) Oasis (0.2%), Desert (Lush) Lush (5%)
[0.3, 0.6) Grass Grass Grass (Lush) Lush (40%)
[0.6, inf] Mountain Mountain Mountain (Ore) Ore (10%)

Encounters

Moving into a new tile means encountering a new danger or event.

Curious Fish

Event encounters are generally dependent on the tile type and team context. For example, water-themed events like Curious Fish can only be encountered on water tiles. Alternatively, landing events like Water Landing only happen if the player selects to land on a water tile.

Each event contains a short story, some artwork, and a selection of options with various outcomes. Some outcomes are fixed, others rely on luck or skill checks. Skill and luck checks are performed automatically using either a random dice roll (for luck) or a skill role using the best value available from the remaining crew member.

If the outcome is negative, the player’s crew or vehicle may receive damage or stress. Alternatively a positive outcome will provide minerals, trophies, etc. that contribute to the player’s final score.

Feedback

Rater comments were generally positive, as seems typical for game jams, with one theme being that encounters felt a bit too random and that crew stats weren’t visible during encounters. The solution to this is probably to display success probabilities and the underlying crew stats for each option during encounters.

Results

Criteria Rank Score* Raw Score Percentile
Theme #136 3.826 3.826 6.36
Innovation #219 3.652 3.652 10.23
Overall #277 3.543 3.543 12.94
Enjoyment #306 3.652 3.652 14.30
Audio #371 3.391 3.391 17.3
Gameplay #478 3.261 3.261 22.34
Visuals #604 3.478 3.478 28.22

Rating Distribution

Ratings Distribution