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IronDeficiency's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibilty | #25 | 3.286 | 3.286 |
Controls | #29 | 3.500 | 3.500 |
Fun | #44 | 3.357 | 3.357 |
Originality | #66 | 3.286 | 3.286 |
Overall | #76 | 3.061 | 3.061 |
Theme | #101 | 2.857 | 2.857 |
Audio | #109 | 2.500 | 2.500 |
Graphics | #123 | 2.643 | 2.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
N/A
Game Description
Mine for ore to upgrade yourself
How does your game tie into the theme?
You transform from a humble rolly-bot into a beautiful hovercraft!
Source(s)
N/A
Discord Username(s)
pacorp
Participation Level (GWJ Only)
7
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Comments
This was a very fun game, I enjoyed controlling the little guy. I just wish I had a bit more direction on what to do. I got to the stage where I could jump, but then after collecting all the ore previously inaccessible I was kinda just left wandering about, running into either dead ends or those enemy turrets/shields that I couldn't get past.
Also the first time I played I didn't realize at first the yellow/green marks on the ground were the ore I had to collect, so I ended up missing a few at the start. This led me to not realizing the upgrade pad was for at first since I didn't have enough ore to trigger it. And since I couldn't see a way back to the starting area without the upgrade, I was soft-locked to that section.
I think some visual indication for what you are supposed to do in the how to play screen and in game would be helpful. For example, when I picture ore I see individual rocks rather than veins meant to be drilled into. If the veins are the appearance you want to go for an image of that in the "how to play" section would be very helpful for new players who may not have the same mental image as you do for specific things essential to the game. Same for the upgrade pads. The how to play and controls pages didn't mention how you would be getting the upgrades, so on first glance I thought they were jump pads.
Apart from that, the game controlled very smoothly and I liked the appearance of the various stages of the little robot. Also liked the doors that you could only get through by speed boosting. It felt good to figure that out on my own. Nice work!
Thanks for playing! After jumping, you can go back essentially to the first area, jump over some rocks then a pit and get a laser upgrade to stun the turrets. I had a lot of plans for the radar that didn't happen. There's actually enough ore in the section after you up up the ramp and fall off, one is a little hidden (in part due to the lack of art), again I had intended for the radar to be more helpful.
Someone else also called out not get the mining vein at first, which is no surprise since, aside from the rocks, didn't spend any time on the level art. I feel like such a dummy but yeah, I absolutely should have put some pics in "how to play", I've added that to my jam checklist for next time, thanks again for the feedback!
Really fun small games! Love it!
I'm glad you liked it, I appreciate you giving it a try.
Nice exploration experience, I had fun jumping on walls to get around once I unlocked the jump. The level design is good.
And yep, can definitely relate to overscoping.. every time..
Thanks for playing! I'm hoping to update with more wall jumps post jam, hopefully this is the one I finally deliver on my desire to update.
It's like a mini-metroidvania, where you have to gain skills to unlock areas. I like it.
Thanks for playing, I'm glad you liked it! I'm hoping this is finally the jam where I actually keep working on it, at least a little, to get it closer to what I originally intended.
Really nice concept, I enjoyed a lot looking around and finding where to get the upgrades :)
I noticed that if you spam E when you are on top of ore, and then let the animation finish, then press again E, you can get essentially as much as you want (instead of a single one). I don't know if that's intended n.n" Also, the "Back" button in the settings was not always responding, but it worked after some tries.
Apart from that, very well done! 3D feels so daunting to me :O
Thanks for the feedback and bug reports! I've got the ore fix queued up for post jam. I'm assuming you were playing with keyboard and mouse? I thought I got all the issues with the menu sorted but obviously not. And 3D is tough. I definitely am getting better but there's so much to the whole pipeline, I don't know how obvious the progression is from the other 3D jam games I've made. But I just gotta keep at, like any other skill so don't be too afraid to give it a try!
Yes, I used keyboard and mouse.
Other than that, everything felt really smooth in the game, so you did a great job! :D Thank you for the encouragement, I'll definitely give it a go in the future n.n
Really cool exploration part - it was fun and curious what's next, and the "aha" moment when you get a new skill and understand where to use it.
And I totally get the "overscoping" problem :) My main struggle is also trying to make the "full-fledged game" instead a well-polish small experience :)
I really like the concept of a mini metroidvania. I very quickly see different parts of the map and immediately it clicks to me that "oh I need to boost jump over this, then I'll come back later with a laser" and I'm very quickly getting that instant gratification because it's a simple enough map to traverse. I was even hopping on top of walls just trying to cut down time so I found myself accidently trying to speedrun the map :D
It's awesome that you inadvertently did a speed run, when I was doing a pass to prevent bypassing and accidentally jumping out of the level, I realized a few places were fine to cheat you would already have the right upgrade, and some places I could nudge to make it possible.
I hadn't thought of if it but you bring up some really valid points on the benefits of being mini, I'm going to try leaning into those in the future. I really appreciate the feedback and perspective shift!
Yeah, I really missed the mark on the ore, I was going for a "vein of gold" feel but since I didn't really texture the ground, I didn't have a sensible way to make the mound so just did the a crummy "decal". I actually wanted to have blast off scene at the end but having submitted with only 21 seconds to spare, it also got cut.
For the blue obstacles, I'm assuming it's these doors, you should be able able to hold shift to boost through them and if they close, you should be able to back up just enough till they open, make sure your boost has recharged to get through quickly. I debated, and still might, make it a dash. Thinking about it, I'm guess you were backing up but then when turning back around to face the right direction and would end up triggering it closed again? For other reasons I was looking over the movement code and the robot facing direction doesn't matter so can boost in the opposite direction still at full speed.
Thanks again for playing and the feedback!
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not the doors, i had no problem in speeding past them but that crack cocaine line was the trick part understanding that level 2 robot can walk over it!
Ha, nice! Those doors took longer than I anticipated to get right so I assumed I still fell short, glad I didn't (at least in this case).
Let's just say I was really inspired by Animal Well so decided to forgo any tutorial vs running out of time or not thinking about it. But now I have some ideas, thanks for clarifying.
I finished! It was rather satisfying unlocking new abilities to get past different obstacles.
Thanks for playing, I'm glad you enjoyed it!