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Mined If I Break's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #275 | 3.407 | 3.407 |
Ranked from 86 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is one of best game I've played so far in this jam.
Art, music and sfx are mixed very well and gameplay is awesome. =D
I had few issues when I was sure my cursor was in the sign area but I couldn't break. Perhaps if the sign highlights when cursor is on it would be fine .
At the end on level, it just freezes and music keep going (I think that's the end). I am almost sure you didn't have time left for that, but it's fair.
Very nice entry. =D
Thank you very much for the kind words !!! It is in fact the end, we just didn't have time to put the leaderboards and the end screen ><
We are currently fixing a lot of things to make the game even more enjoyable. I hope you'll be able to play it when we release new versions :)
Just drop us a message, that we will play it for sure. =D
Cheers!
Thanks, for your feedback and kind words ^^
We really tried for our game to feature a great balance of art, music, fx and design (and of course code xD) because we think that the goal of "game design" is to create an experience, and everything is important to create this experienc. So yeah to make it possible, we needed to spend less time on "pure gameplay crafting" and our approach was to "keep it simple" (and that's not simple xD).
So it's really great to read comments like yours, showing us that people enjoyed this "mix" ^^
Cheers
This game is really just fun to watch the mine cart speed down the track a few times without even trying to brake. Thanks for making esc just reset the game so I can watch the cart fly down without brakes again.
The visuals for this game were some of the best parts. The art of the models themselves was all superb as other people have said and as you know. But there was some other stuff that really added to the visuals too. The views of the mountain were great; you got small glimpses of the crazy track that still lay ahead of you. The part where there was the extra mine cart really added some life to the game and it was fun to have a partner on this crazy journey. The design of the route the track took was interesting. It wasn't all just turn left, then turn right. Among the turns were some nice drops and hills that almost give you butterflies as if you're speeding up and down the hills in real life. The cart's animations like the way it teetered over the edge threatening to fall of and the smoke puffs behind the wheels breathed life into the cart and gave it a bit of personality. Then there was the superb camerawork to capture every interesting moment of the whole trip. Truly, you nailed the camera for this.
I had most of the same issues as most everyone else so I don't need to list them. One other thing I think could have made the game a bit better that I didn't see mentioned as much was in the track route/design. On my first play through, I didn't know where the signs were (obviously) so I got careening down the track pretty fast. Something I noticed fairly quickly was that I now had 0 hope of ever hitting another sign. Not knowing what lay ahead coupled with the fact that I was moving crazy fast because I hadn't hit any signs, meant I wasn't going to hit any signs coming up. There are 2 ways I came up with that I think could address this fact a bit. One way would be to kind of split the journey into 2 sections. You would go through the top section and when you were coming to the end of it, your cart would slow down and almost come to a complete stop before a huge drop. But it wouldn't quite stop and you would fall down the hill and keep going. Then you would very quickly get back to speed and do the bottom section. What this would do is that the player would fall into a false sense of security thinking they were stopping and had won, only for that false hope to be torn from under them (this part is a bit cliche). It would also give the player a break from the constant whizzing past signs that they couldn't attach to (or would break almost immediately if they did hit it) to catch their breath and be able to look ahead to the next sign. This slow part of the map would just be to give the player a break from the constant action. Also, when they slow down, there would be no actual way to stop, the player just needs to think they might be able to stop before the huge drop. The second way to stop the player from going out of control would just be to show the players the signs slightly sooner so they could get ready a bit earlier and have a shot at hitting them. Not all the signs need to be like this. Some signs that you can only see for a few seconds could give the player rewards like extra gold or an extra strong brake or a sign on a curve that otherwise doesn't have a sign, etc, etc. but you probably had ideas for rewards like that anyway.
WOW :o Thanks a lot for this awesome feedback and the time you took to write it !!!
These a some really cool ideas of level design, and my teammates who did most of the design will probably love reading your comment ;) As you've probably read, we are already working hard on the game to polish it and make it better. I don't know if we'll have time to make new levels or modify the existing one with your ideas but I hope we will!
Thanks for your feedback :)
It's great that you mentioned the "2 sections-track" because I designed the track to have 2 distinct section exactly for the reasons you mentioned. But with our (now fixed) bug related to the gold the speed would never goes down as designed but continue to increase and that mess up a bit this idea xD.
Now that we fixed it, we're trying to balance the design because we learned that the game si not fun if you brake too much. I'd like to have a "security zone" where the players would catch their breath, but it should be the only area (with the starting zone) where the speed is low.
It's not easy to find the right values, but we're progressing and feedback like yours confirm us that we're going in the right direction :)
Cheers
What an awesome thrillride! :D On my first go, I wasn't able to grab almost anything, still enjoying the crazy ride. As I learned to time my shots better, I felt more in control of things. Still sometimes I didn't release the hook in time, even though I could swear I saw a green crosshair before clicking.
Maybe it's there and I just missed it, but I would love to be able to switch tracks by pulling levers with my hook.
Awesome entry, great job! :)
Thanks for the comment :)
Yeah the grabbing might sometime be really hard, but we are working on the polish ^^ And the switching tracks was designed, but not enough time to add it unfortunately. But we hope to add it in a future version ;)
Yeah I've the same issue when I play, so you're definitely right and we need to find the right feedback and feeling for it :)
Thanks for your kind words ^^
This is a really great concept, and the execution is fairly technically sound. I think there are a lot of things that you could do to improve this into something much better, though.
Obviously there are the issues that you have listed in the description. Outside of that, I think there is often very little time to see and click on signs. It also felt like there was a delay before I could attach if I tried to click before I was in range. I think the game needs a much better way of relaying the range to the player. Maybe the sign itself could change color as you get into range, or maybe some sort of visual indicator between the cart and the sign.
It also feels like maybe there could be some obstacles other than just sharp turns to keep it fresh. Perhaps some things swinging onto the track that you need to slow down for? And, I know this would be a lot of work to implement, but perhaps sections where the track is out and you now have to use the rope to swing over the gap.
At any rate, the concept is awesome. The execution is pretty good if flawed. The aesthetics are fantastic. Good job!
Thank you for the time you took to give us your feedbacks !
Everything you said is true, and a lot of it is known to us. We have a long list of things to improve, test and change. But all the comments we are receiving are really motivating us and we are working hard to make the game better!
About the signs, we were obviously in a rush at the end of the jam and some ended up misplaced and some are missing... The range is currently not that good either and we need to have a better feedback for it.
And the obstacles are something we thought of very early in development with multi tracks for example (the possibility to chose a risky but rewarding path or an easier but where you lost time...), but we didn't have time to add them to the build.
But we hope to deliver something better in the coming weeks. I hope you'll be able to play it and give us new feedbacks then :)
Thanks for your feedback :)
I'll add one thing: As Maxi said, many signs were mislplaced, the hook range too short, ... But the biggest issue is the speed that goes out of control quickly and it sure doesn't help you to aim :D
With our current version, I already feel that it's easier to hit and we'll continue to improve it :)
beautiful execution! i did however feel like the gameplay didn't pose too much of a challenge - i wasn't sure what exactly i was doing until i somehow finished the game.
i guess breaking didn't feel "right" - maybe more visual/audio cues would've helped flesh the mechanic out.
good luck!!
Thanks for the comment !
48h is short and unfortunately the main features are not as polished as we want them to be. The gold/scoring system is quite broken at the moment, we are working to improve it. We need to add more feedbacks to the player about the status of the hook...
But we are on it and hopefully the next versions will suit you better :)
This game probably had the best execution of all games I played for the jam. Really nice graphics and level design.
I loved the idea of first 2 signs serving as the game's tutorial. Very clever.
With that said, the design of the game didn't really grab me as it is now - there is really not a lot of gameplay besides braking from time to time. I would look into adding more mechanics to make the gameplay more intriguing. I see that you guys had planned quite a few things, but didn't have time to include them (which is understandable, considering its only a 48h jam) - however we are to judge games primarily based on the idea/design. That's why I would have preferred if I could see the idea more fleshed out, even at the expense of the execution/graphics.
Best of luck, you guys deserve it!
Thank you for the kind words! It's really appreciated :)
Because our team was really split into Art/Programming, we can only blame the programmers (and I am one of them ^^) for the lack of gameplay content.
But we learned a lot about the Unity process we could use next time and we know where we shouldn't have gone to get more things done.
And I totally get your point, I am personally frustrated we couldn't add more things and the game feel a little shallow. But we will improve all lot of stuff as you probably read in older comments. We are hard at work to polish the game and hopefully you'll enjoy it even more!
Thanks for your feedback Kaenkitanov!
You're absolutely right. We wanted to polish the core mechanic (the magnetic grappling hook) and the global experience before adding our other designed gameplay elements but we took to much time to polish everything (the sounds, Fx, art, level design) and we only found a good way for every of us to work simultaneously on our respective task too late. It was our main learning from this jam, the first we made together.
But still, I'm happy with the final result even if much of my work (as the game designer) is missing and the balancing completely messed up because of some bugs. We'll take time to fix it. And it's not the programmer fault, it's a shared responsibility ^^
Cheers