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You Know The Drill's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1 | 4.000 | 4.000 |
Theme | #1 | 5.000 | 5.000 |
Overall | #1 | 4.222 | 4.222 |
Gameplay | #2 | 3.556 | 3.556 |
Aesthetic | #2 | 4.333 | 4.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- You Know The Drill reminds me of a mid-90s shareware PC title in all the best ways thanks to a charming pixel art style with some wonderful animations alongside an addictive high-score gameplay loop which requires you to think on your feet as your pogo drill’s power quickly depletes. While there may not be much content to critique the amount of attention to detail in every square is fantastic. I especially love the detail of the completed floor turning transparent as the player falls through and the particles that fly off the drill. I also need to give credit to the music as the main stage theme really gets me energized to dig! While I cannot really think of any major issues with the game as it stands I do feel as if it is unfinished and missing some small things that could make the game even more fun such as treasure to collect and actually implementing the score system. Alongside this future stages could give the player more tile varieties which would make the game a little less repetitive. As this is a single stage I don’t think missing these elements takes away from the experience but they would likely be needed in an expanded game. Congratulations on creating such a fun and well themed game for this Jam!
- Peak aesthetic. Everything just comes together so perfectly with this. I wish I could I WISH I could put perfect scores on every category, but I can't simply because it's not fair. The gameplay is simple and not particularly innovative, so that's where I'm taking away points. But it's so finessed that I still rank it highly. The art reminds me very much of when I just dug myself deeper and deeper under the mines in Mineral Town. That's a strong GBA aesthetic if I ever saw it. The tiles are clearly marked and identifiable even when rushing the game, that's very good. Although I can see how it may not be enough distinction for some players, to me it works wonderfully. The speed at which your power drains I feel is fast enough to make drilling a stone feel like a true risk or reward choice. There were times where the powerup filled up the meter too much that I stop worrying about the risk of drilling the stones but this is just the first level so the difficulty is kept low. I love this. I want more levels.
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Comments
Nice concept, great graphics, simple gameplay, the only issue I had was guessing where spikes were gonna be at the start but once I realised the different rock patterns being the bad ones I got into it easily. I like how digging many of the hard stones usually rewards you with more power to keep you going. Overall, very solid and I hope to see this game expanded upon should you guys decide to continue.
Pretty good! I think the best part of the game is the risk reward dynamics with rocks, and how sometimes they can lead to energy. The gameplay in general is solid and simple. Sound design also is nice!
However, the music starting from the beginning every time you start the game certainly hurts the experience a bit. Not the "a bit" tho, otherwise the game is pretty solid!
Really good!
I think the score and time not properly being implemented is to this games detriment when the focus is arcade-like but the visuals and concept are pretty inventive and the music is great too!
I didn't really see myself getting any powerups from the rocks or anything so I don't know if theres much of a point to mining them, there was a scenario where I got stuck on a singular trap block surrounded by spikes and I don't believe there was much of a way out.
Still, really cute, really fun, would love to see it worked on further and polished.
Could work as a rhythm game, honestly.
I think the level guide from the game page itself could be worth a read. Basically it explains the purpose of each and every different tile on the level. The level is mainly structured around trial and error, as your objective is to find the optimal way to get yourself to the goal. So cheap traps like being surrounded are bound to happen.
The rocks don't give any power ups, they're like blank tiles but only take longer to dig through. Digging them is kind of a gamble, whether it may lead to a power up underneath, another possible pathway, or just a waste of time.
Thanks for playing!