Love the replayability and tactics in digging in the game.
But felt a little short on game feels, maybe adding some vfx when digging or destroying the ores.
Criteria | Rank | Score* | Raw Score |
Originality | #26 | 3.647 | 3.647 |
Fun | #33 | 3.176 | 3.176 |
Theme | #40 | 3.706 | 3.706 |
Overall | #48 | 3.084 | 3.084 |
Accessibility | #53 | 2.588 | 2.588 |
Controls | #54 | 2.882 | 2.882 |
Graphics | #64 | 3.000 | 3.000 |
Audio | #68 | 2.588 | 2.588 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
maybe - blood is fuel
Game Description
It is a 2D mining game. The game uses light so that only certain areas are visible and others are not. In addition, to achieve the goal you have to eliminate light sources in order to restore your energy/life. There are more challenges on the way down, such as dangerous bats, explosive mines and impenetrable rock. The levels are randomly generated using FastNoiseLite and other mechanisms. I love trying out new mechanics and turning them into little games. I developed it completely by myself, only the SFX are not mine.
How does your game tie into the theme?
The game uses illumniation (light) so that only certain areas are visible and others are not. In addition, to achieve the goal you have to eliminate light sources in order to restore your energy/life.
Source(s)
N/A
Discord Username(s)
N/A
Participation Level (GWJ Only)
0
Love the replayability and tactics in digging in the game.
But felt a little short on game feels, maybe adding some vfx when digging or destroying the ores.
I love the concept of this game, especially with how it ties into the theme!
The controls on this one feel really clunky, but the resource management puzzle works pretty well. I feel that the concept of darkened areas could have been expanded on more, but I'm not really sure how I would've done that. As it is, the game feels simple enough that I wasn't really compelled to try again after dying a couple times, but I think the underlying ideas form a decent core, they just needed to be fleshed out a little more.
I recommend considering the principle of risk-and-reward deeply. As it is, the most rewarding places are also the safest, because you can see what's going on, so there's little encouragement to venture into the unknown.
This is a digging game, reminiscent of classics like Dig Dug. Ore replenishes the timer, while mines and bats deplete it. Ore is also a light source, meaning you must remember where things are as you continue to dig downward.
I made it to level 58 before succumbing.
NavigationAgent is clearly present on the bats. A simple reminder that this is not a smart tool. It gets the job done here, though.
Overall, a competently made game with simple and easy-to-understand mechanics. A contender, for sure.
Come back in January, there's still much more to learn about Godot!
This was fun! you weren't kidding about medium being pretty difficult but it felt right to me
This was an interesting take on the theme! Having to strategically choose which order to mine the light blocks was a really creative mechanic. I did keep soft-locking myself, even on easy level. Maybe a little more information about the surroundings (like lighting up all the adjacent squares, or at least the square in the direction you’re facing) might have been helpful?
Nice game! It improved by 300% when I discovered you can hold the A key to mine, breaking the light blocks is a bit weird because you need them to progress but when mining them you loose the light around, my best was level 50. Good job!
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