PROS
The mining mini-game made taking the action less mindless than something like Minecraft so I liked that feature.
It's nice to have a crawler with time pressure and a sense of tension while not requiring enemies to speak of that might attack you (at least none that I ran into).
I like the risk/reward you've got going with mining further away from your starting location and the resource management constantly pulling you back or forcing you to extend the mechanical tethers that the game has in place.
The warden character constantly critiquing you and explaining the mechanics is a nice tutorial mechanic that fits the theme of the game really well.
CRITIQUE
The core loop of the game has you interacting with the sales menu, which is clunky to interact with and all the inventory management would be vastly better if there were quick-access keyboard shortcuts to pop them open and closed.
The calendar popup to remind you of your looming debt payment is a nice touch, but it's really obtrusive when it happens and there's not anything cluing me in on when it'll pop up other than me counting the seconds while doing other things. It would be nice to have a day clock of some kind that's constantly on the HUD so that I could better gauge moment to moment timing of things.
The mining mini-game bar could probably stand to be significantly longer than it is right now. I appreciated the randomized speed of the cursor on it to force me to pay attention, but in the end it ended up being more practical to just do a slow double-tap rather than wait for the cursor to bounce back and land the good hits. A longer bar would make the slow double-tap less practical and force that attention that much more.
All in all a great package for a game and a great entry for the jam. Good work.
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