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Miner Inconvenience's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #3 | 4.306 | 4.306 |
Overall polish | #3 | 4.581 | 4.581 |
Creative use of art assets | #16 | 4.203 | 4.203 |
Engagement | #23 | 4.135 | 4.135 |
Ranked from 74 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Miner inconvenience is such a good name, oh my dog. I am a fan of space games so seeing this game's thumbnail immediately caught my eye. I really like the idea of digging through planets and going all around the core. I'm someone who experiences motion sickness pretty easily in games and that kind took away a bit of the enjoyment, but because each level has a story moment I could recover from each level and survive the next. So having the downtime in between the levels has worked great for me. One thing you could do to account for motion sickness is to move the screen more slowly.
The story was lovely and was mostly the part that kept me in the game. I had a laugh reading it.
As for the gameplay: the levels all felt the same. The difficulty was very low and there weren't really any moments where I had to make an interesting decision or made a cool realization. You just move to the materials. There just should be something that changes it up like dirt that moves you faster that you have to take to make it or idk.
The game looks very nice and is very polished. It really looks like something you'd buy.
I enjoyed the game. Well done
Thank you so much for the elaborate feedback!
It's good to hear someone with motion sickness not have too much of a bad time with it, though I agree it's definitely something to keep in mind whilst developing and also something for me to improve upon. Making games inclusive is a good thing!
There are definitely ideas for mechanics that could have been introduced in later levels to keep things more interesting, such as different types of soil. It's something I would have implemented if more time was available, but I decided to keep it like this for simplicity both in my side and the players'. I did try to make the levels fairly different by exploring some ideas that come from the "move closer to the center to circle around faster" mechanic, but yeah, more mechanics would very probably be a better idea!
Once again thank you for the honest feedback, I appreciate that a lot! :)
Look at this engagement ladies and gentlemen. 14/15 for sure. Amazing work!
Thanks! That's very nice of you! :)
Good overall feeling, game is nicely polished. Animations, particles and graphics are good. Controls of the game are responsive, so it comfortable to play. Good job!
Thank you very much!
Wish there were more gameplay mechanics to keep things engaging. It felt a bit repetitive as is. Very nice polish though!
Thanks for the feedback! I understand where you're coming from. There are definitely some mechanics that could be introduced in further levels, such as different types of soil that are either harder or more difficult to dig through, for instance. Another thing I tried to keep things interesting were the dialogues, but that's not for everyone of course. :)
The music sounds like during a movie where a hero is about to sacrifice themself for ones they love.
Oh uhm, I don't really hear that myself... Then again, I don't know if it's good or not? :P
A 5 stars game.
Well, I can't say anything other than that I'd give that comment 5 stars if I could ;)
Really nice polish and the plot was fun but didn't take itself too seriously (that blush at the end had me laughing.) Really fun concept and really well executed!
Thank you! I'm really glad most people didn't skip through the dialogue and actually noticed the blush sprite. :P
Fun game, very polished and a nice story. Very short, I could have played on, after the 10 levels: Maybe add some more elements (ground that makes you slower, rocks you can't drill, etc.), to make the new puzzles harder. I can see me playing something like that for a while. Great job!
Thanks! Yeah, there're definitely a lot of things possible for mechanics, you mentioned some good ideas right there!
Well polished fun simple puzzle game with cute writing and good looking use of the art. Great work!
Thank you very much! :)
Circular puzzle is a great idea - you could really ramp it up to be a difficult puzzle game with many levels. These 10 levels as the tutorial, then I'm imagining fewer hints, obstacles such as rock/bedrock formations.
And the story is excellent; it's silly, funny, wholesome and serves as a good reason to do something as silly as intentional crashing. "Prodding". "BLEH". "No sign". :D
Thanks! Yeah indeed, there was a lot of room for mechanics, like different kinds of soil that are either easier or harder to drill through or obstacles. I decided to keep it a little simple for this jam, mostly due to time constraints, but you're definitely right. I'm glad you liked the writing, pretty much my first time writing dialogue for a (short) story :P
I was sucked in from beginning to end. Surprising how having a story makes a game 10x more engaging but it does! Great polish and great gameplay. Only complaint is that the hints came up right when I figured out how to do it which kinda dampened my "Aha" moment... great game and good work!
Haha, oops, perhaps I should have made them optional (by showing them after pressing a button or something). Thank you! :)
Love the idea ! Really creative ! You should be super proud :) Good job
Thanks! I'm fairly happy with how this one turned out! :)
This is just amazing. There's litteraly nothing to complain about. Nice writing, fun gameplay, polished to the highest degree. Very well done!
Nice idea to have the stars be just a pixel/square with animation. I could have used that in my game as well. Next time! :)
Thank you very much! That's some high praise! I appreciate it. :)
That circular planet tech looks fabulous. Really enjoyed the presentation of the story between missions and the cute ending.
Having Devlog and full playthrough videos is simply going above and beyond, fantastic! :D
Thanks Alex! Yay I'm glad you noticed the devlog ;)
I love the pun in the title. I made it to planet 7. The margin for error was too small, and I noticed that the planet integrity also goes down when you're retracing your steps. I had a circle at the centre and then went up and down to each gem. Since that would result in the least tunneling, while your intended solution creates a lot more tunneling. The story was nice and the hints were a good addition as well.
In your dev log I heared that you were Dutch as well. Would you like to team up for the next Ludum Dare?
Thanks for playing!
It's true that it might seem a little weird that mining through previously made tunnels decreases the integrity by the same amount. I thought about making it part of the gameplay to make it decrease the integrity less, but eventually decided not to, as that would make the gameplay a little less fun and way more precise (as you'd have to aim really well to go through the same paths again). I totally understand where you're coming from though! If you do fail a certain level a few times, the time you get for that level increases slightly, making the margin for error bigger, compensating you so you're not stuck forever.
If you do decide to try again, the game autosaves your progress after every level, so you wouldn't have to do the previous levels over again!
Thanks for watching the devlog too!
I appreciate the offer of working together, :) I'll consider it, but I'm not sure if I'll be participating...
I can tell this game is gonna do well in the jam, really excellent gameplay, story, visuals, and polish!
Thank you very much! I really hope so! Would be awesome to get a shoutout from the Miz :)
Great idea, love how you have to optimize your way through the planet!
Thanks! :D
great game!
lol can agree, also that is some amazing feedback XD
Thaaaank you :)
Amazing game! Love the aesthetics, the usage of the art-assets and the overall feel is so polished!
Great work!
I loved the post-processing here. Not overdone but well implemented! The gameplay was neat, can agree!
Thank you Oskar! :)
Really polished and giving a vibe of a game that's finished. Also the essets are used in a very creative and standing out ways - I could barely recognize most of the sprites, even tho they are obviously from the 1-bit pack when you think about it.
Gameplay-wise there is not much going on. It's basicaly logic game, where you need to collect the gems in the correct order, otherwise the planet explodes. Not much else is going on really - no new mechanics introduced, no developement, so the thing that drives everything forward is player's curiosity to know the plot.
Thank you!
I totally get what you mean. Perhaps I should have included another mechanic a few levels in or something. The idea for progression is that more of the basic mechanics of the game get taught to the player through the levels, even though they're in there from the start. The big mechanic being that the closer you are to the center of the planet, the faster you are to the other side (thanks high-school mathematics)! However, another mechanic, like different types of soil that are harder or easier to dig through, would have added a ton more possibilities and progression.
Thanks for your honest feedback, I appreciate it! :)