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Nice relaxing entry!

I think the movement was rather slow, which might make sense if you are some slow-moving rig with lots of gear and such, but then it would have been really nice to re-enforce that with sounds and camera effects while moving. Quite a few times, I overshot where I wanted to go even though the movement was slow, so there was something in the queuing up of movement that worked unexpectedly for me. Not sure exactly what. I also several times got confused about which block had the ore since they so often were in the periphery of the block.

The mining mini-game was also quite slow compared to normal speeds of such events. I even thought for a while, what if that first level up of the mining would speed up the minigame. That was the reason I got it. it also felt a bit unfair / unexpected that I didn’t get to try the remaining keypress challenges if I missed one. I think that’s usually how those work. But it could also just quit you out of it directly when failing too. If I could have increased the speed of the game somehow, perhaps as a risk/reward thing, perhaps through upgrade, it would have been nice.

There was a small bug that the mining prompt showed after you had mined a location.

With the mining, I think it could just as well have triggered when moving towards a block with ore instead of a separate mining button. I also wasted quite a lot of ore, I think because my inventory wasn’t completely full, but I guess too full to take any more ore. It would have been nice with a clear feedback there.

The main reason I didn’t want to continue though was the movement in combination with backtracking. Since you go ever deeper, it becomes a lot of presses to get back. If movement was snappier and if I could hold down to move forward or if there was a separate backtrack function (could even be an upgrade), that lets you watch as the character moves back. That’d be nice.

At one point I was a sliver of stamina away from death and I think that came from a combination of lack of feedback in the UI that I was running low. And that I would imagine that mining would be a big drain on stamina, but just moving back not so much.

Maybe I didn’t dig deep enough. But it would have been nice with some variation on rock. Taking more time / costing more stamina to cut through. Thus increasing the need for upgrading pickaxes that way. Also if there were different ores of different worth so that you could get a little thrill rush of discovering some gold.

Nice relaxing entry to start today’s voting with while sipping on a cup of tea.

Playthrough: https://youtu.be/sOg6BgZKh5M

(+1)

Hey,

thanks for playing!

Yes the movement is quite slow compared to many other entries. To me it feels or felt normal / fitting during development. But I should had opted for continious movement while pressing down, instead of the queue.

The speed of the mining challenge actually increases with each update. The needed presses go down and the speed goes up. originally I had the idea to speed the game up with each success, but it felt to pressury and against the design. But just stopping it after a fail, is a good idea. But I probably will opt for letting the player do all tries and give extra ore for every success and less stamina consumption on a perfect game - or something like that.

In general everything is a bit slower per design. But I understand, it is not everyones cup of tea.

I will add movement speed increases with upgrades and something like a rail system for easier backtracking after the jam. Also it is true that the UI is lacking feedback on low stamina and high load. I am actually not quite sure how I missed that. 😂