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A jam submission

Deep MinerView game page

Mine resources and delve deep into the ocean. Something lurks beneath.
Submitted by Jack Robotham — 15 hours, 12 minutes before the deadline
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Deep Miner's itch.io page

Results

CriteriaRankScore*Raw Score
Controls#193.5603.900
Fun#243.3783.700
Audio#353.1043.400
Overall#403.1823.486
Graphics#473.0123.300
Originality#532.9213.200
Accessibility#552.6472.900
Theme#613.6514.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.4

Wildcards Used
N/A

Game Description
You pilot a submarine with a mining laser and search for valuable minerals. If your oxygen drops too low, then you will die. Upgrade your ship, go deeper, and find the most valuable metals at the ocean floor!

How does your game tie into the theme?
The game is set in the ocean, where you head deeper and deeper as you mine for minerals.

Source(s)
N/A

Discord Username
Jack Robotham#4336

Participation Level (GWJ Only)
1 (This is my first)

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Comments

Submitted

Really nice game. My favorite moment was when, after I had bought all the upgrades but the last, I finally started to explore the actual geometry surrounding the level. It was a huge change in pace--I no longer cared about the minerals whatsoever, and instead only about the actual environment around me. It was a cool moment because the actual setting of the game had seemed to be almost meaningless for most of the game. The fact that it was set in the ocean was arbitrary. But when I finally just stopped going after the metal so hard, the ocean environment was quite meaningful. And I think the abyss part of the environment really nails this. There is no ore in the abyss. The only reason to go in there, aside from the narrative one, is to see the environment itself. I don't know, it was just a nice thing.

Aside from that, the core gameplay loop was very nice. The upgrade system worked really well. Having ores that become increasingly valuable that require increasingly better equipment is just a really nice way to build that kind of upgrade-loop system. One aspect of it that I especially like is when you get just a tiny bit of the ore at the next pressure level. It really motivates you to want to get the pressure upgrade for that level and get the hugely increased cash flow (which, of course, will shortly be matched by hugely increased upgrade costs).

Submitted (1 edit)

Sleek game. itch.io says that I played 30 minutes! That's a lot!

THE UPGRADE SYSTEM. WOW.


So many upgrades. Implemented in such little time. Impressive.

Thanks for submitting! I had fun!

(oh, yeah. I impress myself with my sense of orientation, but it would be less stressful if an indicator would point to the base.)

Submitted

Extremely well made! The graphics and UI are top notch. The music sets an eerie tone that is apt for the game. (Although I did get a deep space feel: the way the craft moves and debris floating around.). The upgrade system is good. The core gameplay is enjoyable. Deciding whether to mine one more piece of debris or not, realizing you’re going to run out of oxygen, racing towards the top and barely making it. Feels really good to reach the surface for breath. This mechanic makes the game really exciting! (I think the Steel Heart kind of spoils things a bit.) The one minor crib about the game here: I guess it is possible to play conservatively and not have these close calls. The graphics effects are really good, especially the one where you’re going deeper than you should. The game is pretty well balanced, expect maybe towards the end, when things get easy. This is ok, though. By then you really want to get to the ending. Which again, is really good. Your heart races with the excitement of going into an abyss and not knowing what lies ahead. Great job!

Submitted

Very nice! Quite polished and developed for a jam. Clean UI and overall visuals. I was a little confused initially, because the submarine is facing the opposite direction from which the keys are bound to. I pressed the down key thinking my submarine would move in the downward direction so I was really disoriented when my up key my sub go down and my down key made my sub go up. It wasn't a huge deal, and I was able to figure it out eventually, but it made for a really confusing start to the game. You could either switch the up/down keys or flip the sprite at the beginning (which I know may not be ideal since the sub is submerging haha). This is also just a nit-picky thing but I would suggest making the dock station interactable with keys. Since the player is only using keyboard buttons to play the game, it feels unnatural to take your hands off the keyboard and move it to the mouse, especially in this situation in which both hands will be on the keyboard.

Awesome job! Very clean :)

Developer

Thank you so much for the feedback! I knew there were some things to fix, but  I didn't realize either of those were issues.  I'll try to fix them both in the future, and really appreciate the help.

Submitted

That ending though...

Submitted

just leave it

Developer(+1)

I think I might- though I want a sort of impactfull rush sound effect to go with it. I'm glad you played to the end! :)

Submitted

Good difficulty curve for jam game!

Developer

I'm so glad you think so- I really didn't have much time to perfect it.