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Amazing game. The darkmine rework was a brilliant idea.

My biggest ask is if it can switch back to probe after using a remove mine charge. I accidentally waste a charge quite often and my friends had the same problem.

I would like to see some more crazy things in endless mode. Im talking 8 mirrors, multiple batteries, multiple mortars, almost full row dark mines or 8 ultimines. Get each level a personality and cause some wow moments. Endless doesnt have to guarantee fairness, though of cause it ideally shouldnt be completely impossible. I say loose the restrictions in endless and let the randomness create unique and memorable levels.

Also i i would like an animated symbol on the cell just probed when it triggers a proximity mine. This is because i often think so long about my next move that i forgot i triggered the proximity mine. The animation should stick around until the explosion.

Another thing, i would like to be able to shade cells, so that i can shade off cells that can/cant be mirrored. So a tool where i can shade both revealed and hidden cells, and can act as an extra layer to flags.

Also i will mention that the game is a lot more fun with the powerups Salvation and Info Table, as both allow playing a lot faster durring simple situations. And the info also makes it easier to appriciate the personality of a level. There is no problem now, but if you ever add more power ups, keep an eye out to not make it suboptimal picking these fun increasing powerups.

Thanks for the great feedback, we definitely agree on general design philosophy.

It originally switched back to probes after disarming, and that led to players losing probes b/c they expected the disarm to stay equipped haha. I'll add this an option in the settings menu so everyone can choose their own preference.

Endless already tries to focus on one or two mine types per level (since full random selection would feel even more same-y), and letting that focus be a lot more extreme sometimes would be really cool. That said it's REALLY easy to overdo it, so you'll probably see some gradual progression towards that idea instead of any sweeping (lol) changes.

Ah, maybe i would make the opposite mistake if it switched back to probe :D. It is possible that the solution is to make it more clear what is about to be used then, but will have to try and see.

Sounds good with the endless levels focusing on a few types. What i would like to see is the limit on how many of a particular type that is allowed to be pushed up, especially if that mine is chosen to be what the level focuses on. Something like a large ammount of ultimine, batteri or even mortars could completely change the gameplay and feel refreshing.

Regarding automatic tool switching, one I'd really like to see is automatically selecting the flag tool when you click a flag type in the top right

People with actual mice (rather than a laptop trackpad) are more likely to also have the control to scroll to the flag type they want, so I think automatically switching is a reasonable default (additionally, flagging a tile does not reveal hidden information and is therefore a fundamentally reversible action; I accidentally lost a probe earlier to forgetting to switch to the flag tool)

I think FreakzWasTaken's idea that the solution is to make it more clear what is about to be done is definitely the right approach, could I suggest putting a preview of the active tool (perhaps at 60% opacity) in the cell when preparing to take an action (i.e. a semi-transparent probe/disarm/flag icon in the cell currently hovered