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A jam submission

Gem Drilla IncorporatedView game page

Mine gems, pocket cash, and upgrade your drill! How deep can you go?
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Gem Drilla Incorporated's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#1281.4144.000
Presentation#1311.4144.000
Use of the Limitation#1321.0613.000
Overall#1341.3263.750
Concept#1371.4144.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Lukas Vaiciunas

Software used
Microsoft Visual Studio 2022, SFXR, Gimp, Audacity

Use of the limitation
"Health" in Gem Drilla Inc is fuel. The player's drill starts with a certain amount of fuel at the beginning of a run. When the fuel depletes, their run is over. The fuel capacity may be upgraded in order to stay in a run longer.

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Comments

Submitted (1 edit) (+1)

I agree with MiceOrMouses that the concept works (although I do not like mindless hoarding when it takes a long time, so if the game was expanded, it would probably need some other mechanics and surprises) and that the music is great.

I have some more specific notes, generally minor, except maybe the two about the speed characteristic and ending.

Remarks
  1. The game takes QWERTY-only input, which is a problem for AZERTY layouts and others (this is the fourth game in almost a row that this happens to me! XD). Going upwards is thus for me the equivalent of Z, which is somewhat nightmarish (although I managed to survive this trial). X) I do not blame you, it is easy to bypass this aspect without thinking about it.
    You can program so that the physical locations of scancodes are taken into account (instead of the symbolic characters), or at least activate the arrow keys as alternative commands.
  2. The consideration for the constraint is a bit far-fetched in my opinion. I mean, ‘dying’ when your health reaches zero is the standard behaviour of the notion, and not a twist on it. For it being a tool would mean that it is useful in some other fashion than mere survival. (Now, you could argue that the drill is a literal tool, but hey, let’s not split hairs. ;))
  3. Very small detail: if you click on a button during a fade, you get the sound, but no effect.
  4. Characteristic balance: it feels like speed is almost useless, as you spend most of your time drilling from tile to tile. It would make more sense were there already empty galleries underneath, so you could take ‘shortcuts’ to other drilling spots. It is true that you can retrace your ‘steps’ in your own tunnels to find another spot from where to start drilling again, but this seemed like a bad strategy to me in practice.
  5. A thought that comes to my mind: is the choice of green, red, and blue for the more valuable minerals some kind of allusion to The Legend of Zelda’s rupees? ;) Although the increasing order seems to be red-green-blue here, instead of green-red-blue.
  6. I like how the simple animation of the drill renders well, by switching two nuances of grey (no pun intended, I have no sympathy for smut). :)
  7. There does not seem to be an end to the game; it could have been a good idea for something to happen when you have upgraded everything to the maximum or are able to dig deep enough. (I have tested both — discovering that maximal depth is 119, exploding right after by lack of fuel —, and nothing seemed to be triggered. I was hoping to encounter some mining dwarves from Dwarf Fortress or the like, but alas, to no avail.)

Anyway, I liked it, it is simple but efficient.

Developer(+1)

Thank you for taking the time to play and review my game! I decided to go through and address each issue you presented in an update:

Patch notes for the update

I addressed keyboard input, squashed the transition bug, balanced the movement speed upgrade's price, added a change to the upgrades menu when all upgrades are maxxed, implemented an easter egg which can be found at the bottom of the mine ;), and changed/added a few aesthetic things.

To address point 2: The combination of the jam's theme and limitation immediately made me think of those upgrade-based Flash games, so that's the style I decided to roll with! I completely agree with the way you view my implementation, but here is the way that I justify it: much like the drill's mining efficiency, its "health", or fuel capacity, is a tool that you can upgrade in order to spend more time in a run, thus maximizing profits. I believe that is may become more evident once I add more ways to take damage, such as explosives and enemies.

To address point 5: I did not realize that I made that reference, but I see what you mean! Perhaps I should change the values of the gems in order to solidify the reference, and then pretend that I meant to do that all along :). To be honest, the real reason I chose red, green, and blue for the colors of the gems are because of the RGB color model!

To address point 6: lol

Thanks again for playing and going so in-depth with the review!

Submitted (2 edits)

Hello again (I have been quite busy and am exhausted, but I finally read your detailed answer!).

Wow, you were not forced to update everything, but it is great you did! (I also have a stack of updates to implement when I get the time.)
Regarding the constraint: I may have been a bit harsh when questioning your choice. I guess I tend to expect strong twists, but your reasoning is fine. Deal.

To be honest, the real reason I chose red, green, and blue for the colors of the gems are because of the RGB color model!

This is also a nerdy reason, so I am still pleased. ;)

PS: oh, by the way, I totally forgot to speak about the installation: you packaged your game in an installer (which works well), but it appears this prevents the itch.io launcher/app to be able to launch the game directly. I am no expert on how to deal with this, but I have seen that its manual addresses this kind of issues.

Instead of shipping an installer (MyGame_setup.exe or MyGame.msi), just push the install folder with butler.
Seriously, please do. We'll do our best if you don't (see Compatibility policy), but please do.
Submitted(+1)

This game is pretty good! I can see myself spending a lot of time into it. I feel kinda bad that this hasn't been seen by a bunch of people, but I hope it does sooner or later. The art is simplistic but sometimes just plain a simple is better than complex, and the music is also pretty good.

Overall, a nice game :D

Developer

Thank you for playing and for the review!

Yes, I agree! I am definitely not an artist, so I tend to say within the limits of 8x8 sprites, especially for shorter jams.