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Once I'd gotten the idea, it was a neat little diversion. Has one of the juiciest UI I've seen! Excellent work! 

Game itself would benefit from more player facing information; maybe wiggle the detector from side to side as it moves and tie the beep frequency to the very end of the detector so that players can see which direction the next pile of gold is likely to be in without having to change direction/ click so often. I felt like I was bumbling around in the dark, hoping for the best. Finding the gold was a bit underwhelming; pour some of that juice onto the gold piles! The randomness  of the levels meant dying felt arbitrary; there was nothing I could do about it or even see it coming.

The dust trail was a great design decision! I had to read the comment below explaining why it was added to fully understand it but now I see it's purpose to the game.

If you were going to take this further, I'd add a brief explanation of how to play and upgrades to be purchased with the gold to give the player something to aim for. The game will live or die around that juice though so use it liberally!

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Thanks for the feedback, especially about the UI! I knew the concept was going to be too simple to expand much visually, so I tried to make up for that in all other areas of the presentation (the explosion was probably my favourite thing to animate by far).

I did consider providing more precise hints for gold locations as players search around, but I didn't want to make things so explicit as to make the gold hunting exercise trivial and dull the tense threat of being exploded by land mines. Didn't have time to make an in-game tutorial so I throw all of that explanation stuff into the download page description lol

I'm VERY glad that you feel like there's mileage in this idea; I will definitely consider expanding the gameplay and injecting some more visual juice too! :)