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(2 edits) (+1)

I’m really impressed with this game. It looks really simple at first but it felt surprisingly deep after a few runs. The first boss has really simple but pretty threatening behavior. Predicting its jump or dive is tough, so I ended up always doing two down-shovels whenever I attacked it to ensure it would remain 1 level below me even if it jumped. This felt really satisfying to figure out because it was the main way I found to consistently no-damage the first boss.

The second boss felt a little simple, but the randomness of the spawn patterns was good to keep me on my toes.

The third boss was quite tough (I think I could beat it if I didn’t have to start from the beginning between runs). I found the bombs dealing damage to the player to be pretty punishing, but it was a really cool idea.

Overall, my only real feedback is:

  • It felt like I’d damage the boss and damage myself quite often for the first boss. Possibly increasing the player’s iframes when they down-shovel or disabling the boss’s hitbox for a tiny bit after damaging them might make this feel less punishing.
  • Starting from the beginning every time makes it a bit more frustrating to die to the third boss (at least in a gamejam setting).

Nice job! I really enjoyed this game.

Thanks for the feedback, I had felt the first boss would be hard to predict so I put in two animations when the animation cycle had finished would have been when the action would occur, eg. Legs fully outstretched would jump up and the drill animation would go downwards. 


The third boss is tough, there is really only a fraction of time where the bomb's explosion can be placed in the path of the tank below and there wasn't enough direction of how to damage it beside from a little blurb I had in my description. I usually just waited until the bomb's spawned on the lower levels and stood in between two horizontal floor panels and dug so I wouldn't have to be in contact with the bomb itself. 


I put the third boss together in 40 minutes leading up to submission time and put the whole game together in a week, so a lot of rough edges and tinkering needed but thanks for still persevering. I kind of treat your playthrough as the litmus test, if you weren't able to beat the game, it must have been punishing. The game is beatable but certain strategies needed to be communicated to the player just starting out.