Repeating my comment from the game's main itch page: "I think that the most important aspect of a rogue-lite type game has been achieved with this jam submission – a ‘just-one-more-try’ driving game loop as you try to figure out the deceptively simple mechanics and get a dopamine hit with each lucky power offering that alters your gameplay rhythm. Nicely done!"
One minor nice-to-have would be a mute music button in the game, the cheerful tune starts to grate a bit after a few runs.
Play game
Mine Your Step's itch.io pageNames and Email Addresses of ALL Team Members
Francois van Niekerk - francoisvn@clockworkacorn.com
Zoe Yannikarkis - zoe@clockworkacorn.com
Geoff Trusler - geoff@clockworkacorn.com
Simeon Willemse - simeon@clockworkacorn.com
Leon van Niekerk - leon@clockworkacorn.com
Categories Your Team is Eligible For
Professional, Diversity, 72 hours, most of the others but not Best Audio
Comments
Really nicely done! I really like the strategic aspect of where to attack enemies so that you have enough space below you to collect items. I agree with some of the other comments in that it took me a while to understand what was going on, but once I had, it was super enjoyable to play.
I did not like that I didn't know what I was supposed to be doing or, especially, how the health works and I eventually had to go to the comments to find the answer. Once I understood that the game became increasingly easy (putting aside the fact that you could theoretically farm the first wave of the first level indefinitely). I didn't even bother with paying attention to the blocks and just killed enemies until I was able to start unlocking the permanent perks, which then let me focus on the optimising the blocks and maximising a run. I also tried different kinds of wave perks and it didn't really matter, it just meant slight strategic changes to a level at times. I very quickly got to the end and maxed everything.
So, clearly it needs a lot of balancing and an explanation of the health in the beginning would be very helpful. However it's definitely a good prototype for a more complex game and more challenging enemies, plus perhaps wave perks that start to cancel each other out or work in opposition to each other so you have to strategise. It would also be interesting to have the grid expand or contract sideways in some sort of mechanic because you can't really use those end columns in the later levels. Also, and maybe this is a positive, you can actually use hearts, with certain perks, to help to clear low numbers off the grid so being hit can be advantageous if you know how to use it.
The music, while not bad, had a loop that was too short and so it got repetitive quickly but I like the art and overall feel.
Actually the best game ever...i think i spent an hour or 2 playing it! Nothing bad to say about it! Well done to everyone involved >:)
Very, very cool game! This is definitely the kind of game I can play for hours and forget about everything else. Really clever and well thought out mechanics as well. Lovely game!
Really liked the concept, feel like a more generalized backpack hero that encompasses a lot more systems, alongside a match 3 game, and Tetris.
Loved the artstyle, along with the music. Gameplay was fun and intuitive and easily addictive, Could play for hours.
Well Done!
Edit: Noticed you could technically power farm level 1 over and over relatively quickly, so, personally I suggest disabling Retiring on wave 1 .
A little hard to figure out at the start, but absolutely great once you have the hang of it and feels very rewarding! Great job
- Very polished feature rich game. I feel it could benefit from general hints and tooltips.
- Then again, perhaps this game is stylistically tailored towards those who enjoy a frustrating experience where you figure it out through trial and error.
- I found it quite frustrating and I feel it might lose some people due to this.
- I think the game could benefit from some hints after a certain number of deaths in the early waves of The Mines, eg. try retiring early to save up cash for the perks.
- I didn't realize the list of things next to the levels were perks and that the number next to them was the resource cost to unlock.
- I also did not realize that you have to click the number to buy the perk.
- I found the loop of farming the first stages of The mines to unlock perks feels a bit grindy.
- For me it was impossible to progress beyond wave 3 without unlocking a 3rd layer to stack in.
- An idea would be to introduce some of the power-ups in the early stages when the game is more difficult to have a less steep early difficulty curve.
- It was also not obvious to me how some of the power-ups worked so tooltips would help here as well.
- I feel that the music in this type of game(in the first level) could benefit from more variety or a random selection from a pool of tracks, to avoid a feeling of repetitiveness and listening fatigue. This is because you spend a long time grinding in each level which already adds a lot of friction for the player so the music variety could be used to release or reduce some of this.
- I think this game has a lot of potential and the visuals are great. I just struggled a bit with the early game balance
Edit:
- Played level 2 and enjoyed it a lot more. I feel the attack 2 ahead or range3 are the most powerful as they allow you to not drop hearts while dropping resources thus get further. This disincentivized me from picking other power-up.
- The shield feels weak as it only blocks 1 hit. The extra damage paired with the attack 2 ahead and the range3 on its own, actually allowed me to clear the second level twice.
- The music in this level felt more like something I could listen to for longer periods.
Edit2:
- In my opinion the range3 is by far the most powerful and might be a bit too so. I managed to get to wave 36 on level 3 with ease. As long as you don't make a mistake I think you can keep going without dropping a single heart.
- Overall I would say once you add the power-ups it's pretty fun, the beginning is just a bit rough. This might be because I initially played it at a pit of a slower pace, trying to think my way through. The art is quite lovely and I came to appreciate it especially in the golem design the more I played.
Lovely use of minimal art and simple mechanics to build a compelling and engaging mechanic and interactive experience that easily enthralled me for a long time!
I found it hard to understand how much health I had (or had left) at any time, even long after understanding the rest of the game pretty well. This part wasn’t as much of an issue after you figure out the “rhythm” of each mine monster (guardian?).
The power-ups are fun, though I felt like it would be interesting for certain enemies to also have distance attacks as part of the complexity.
All in all, I thoroughly enjoyed this!⛏️
Very compelling gameplay loop in the same vein as Crypt of the Necrodancer which made me keep playing and enjoy it throughout. I think the upgrades are really well done.
I do think that the death system might benefit from being explained within the game itself. I figured it out eventually but it took a while.
Really good idea with a lot of potential, balance is off but was really fun.
Leave a comment
Log in with itch.io to leave a comment.