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A jam submission

The MinerView game page

Entry for Dungeon Crawler Jam 2024
Submitted by VanHocGames — 3 minutes before the deadline
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The Miner's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#473.1903.190

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Solitude - You are a miner alone in an astroid mining all day
Endless - You can stop and win after your goal was reached, but there is always a next goal
Maybe Cosmic Horror − As you are all alone on an astroid in space

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Comments

Submitted (1 edit) (+1)

Simple and elegant!  I like this take on dungeon crawling, although it feels like it could use just a little more going on - solid walls you can't mine through?  Teleporter to get back quickly?  I enjoyed it nonetheless!  Decided to keep playing (until the 40k mark) with a podcast on in the background for some nice, chill relaxing =).

Also, the Mining minigame worked much better when I figured out it was registering on key-up instead of key-down (which means, hold the key right away, then release in the bar, instead of trying to press in the bar, which always made me late ^_^), woulda perhaps felt more responsive (the movement too), if it were on key-down instead.

Developer

Thank you very much for playing.

The Key Down vs Up is already on my list for the post jam version. Also a rail system for fast travel / selling inside the tunnels. Better / More meaningful Upgrades.

Really glad you liked it!

Submitted

Ah, yeah, building rails would be perfect and fun =).

Submitted (3 edits) (+1)

Got to 10,000 and figured I'd go on for a while since I was listening to a podcast.

I stopped after 20,000 because I got buyers remorese.  Maybe I'd feel differently if I got to later sections, but the most efficient method for earning money for me was to just buy load upgrades and lots of basic food.  I even wonder if upgrading stamina is that worth it ebyond a point, since you still need to refill it regardless.

The thing that takes longest is trudging back to the start, so the second pickaxe upgrade isn't much of a boon.  Actually, I found the level 2 pickaxe to be the most fun an easy to use.  Something about the power-pickaxe always felt like it was quicker and harder to land.  Could just be psycological, but that's how it felt.

Maybe if it upgraded the quality/ammount of ore you mined instead.  Then that would also incentivise load upgrades since you wouldn't want to squander a good load if it doesn't divide so evenly into the haul.

Also some movement speed upgrade would be sweet.

And maybe a compass.  I managed to keep myslef oriented by having a main tunnel with offshoots, but one time I got spun around and panicked a bit.  I dunno if it's better to keep that aspect of self-orientation since it made it more interesting, or let the player buy a compass so they don't get lost as easily.

All in all this is a great game to relax and chill out to.  I think it just needs some extra wrinkles and tweaks.  I would have played longer if that Pickaxe felt like it was worth the 10,000 sink.  The cost needs to really suit the item so it doesn't feel like a mistake/set-back.

(Oh, and this might be a me think, but I'm not a fan of queing to this extent.  At least not with this movement speed.  I'm perfer a hold down button to keep moving if anything.  It'd save my index finger RSI.)

Playthrough:

Developer(+1)

Thanks for the cool review.

Yeah the movement is my biggest regret. :D Already fixed it and it plays WAAAAAY smoother now.

Yes the upgrades are a little flat. But I did not want to introduce to much extra Stuff in the end thats not polished and potential buggy. They worked and I could polish the game out for the jam. :D

But as I like the game and obviously the core seems to work quite well, based on the reviews I plan to update it. Including better and meaningful upgrades.

Thanks again. :-)

Submitted

You're welcome,
Playthrough's up now.

Submitted (1 edit) (+1)

alright beat it, its very meditative.

is it just me or the further away from the entrance you are the more ore you collect?

for me the upgrades didn't feel worth it for the most part, imho they should have had a bigger bonus and smaller cost.

also it feels like the mining timing slider isn't completely accurate. Like only the first half of the notch seems like the real notch... very hard to describe what i mean.

would have been nice to keep playing the minigame after the first fail, or terminate it completely after a fail.

Developer

Hey,

yes the ore deposits get richer in ore. You basically get the amount that shows on the wall with a perfect mining.

Hmm it should be accurate and I did not had the effect you discribed once. So hart to tell. :/ But I think Ill overhaul it a litte, after the jam, so Ill look into it, thanks! That includes your remark on the fail (you are not the first, that would had liked for it to go on. :) )

Submitted(+1)

If I had a nickel for every mining game in this jam I'd have two nickels, which isn't a lot but it's weird it happened twice. Well actually I guess not that weird but ya know.

There's something to be said for simple relaxing games,and this one kinda fits the bill. I say kinda because it feels a bit too grindy for me to find it relaxing. I also found it tedious rapidly press the move key, especially when I'm deep in the asteroid, I would really recommend adding the ability to hold down a move key.

The mining minigame is simple, but it works. Though I wish failing one key press locks you out of the rest.

The upgrades also didn't seem to impact my gameplay all that much, they felt a little too incremental.

I agree with the other comments about adding more variety in ore or maybe some hazards to shake up the gameplay. I guess it really depends on which way you wanna go with the game. Do you want it to be more chill or do you want the player to be thinking "oh god am I gonna make it back to entrance alive?"

For more positives, I like the visuals, the glowing ore really stands out. The blocks fit together really well, I never noticed a single seam in the geometry!

The audio was decent, music was nice, and I liked the little help screen in the main menu.

Overall, I think this was a well-done entry, great work!

Developer(+1)

Another great review. Thanks so much for the time to give me feedback!

All your points are completly valid. As I answered to all of them already in a lot of posts.

I will definitly improve this game after the jam. Thanks again for the feedback!

Submitted(+1)

This is a nice and simple game. It’s a pleasant change of pace to just dig walls for a while. I think you could lean into that. Let players sculpt shapes to their liking, sell them little boards to close up tunnels and markers to slap on walls to find their way. Have deeper areas or lower levels with a visual change, richer ore and tougher minigames… etc.

But it’s too much of a grind currently, and the upgrades I reached weren’t very dramatic. It would feel better if you were bringing back twice as much cash with an upgrade you could buy after bringing back a single full load of ore. But since you have to go further to find ore, it actually feels like your payout per minute is dropping… if you were trying to build a narrative around gold rush futility or something, that could be clever, but if you just want a casual “turn off your brain and have fun peacefully digging out walls and making numbers go up” game, definitely not.

The timing minigame also gets dull quickly. You’d need some other dimension to that if you wanted to make this game longer.

I also noticed the awkward delay on movement and realized you don’t actually move until you release the key, rather than when you press it down, which is very unusual.

Developer

Hi,

thanks for the in dept review! Always appriciate that!

It was not my intend for now to have some clicker experience where you get super impactful updates, but I understand that to some there are to unimpactfull. For most the chilling casual experience seemed to work quite well though. But yeah nevertheless some more meaningfull updates would be nicer. Even if they only add a visual / cosmetic change. I would have liked to add a visual pickaxe and the upgrades, would be waaay cooler. But I will add it.

It seems to be the same with the mining game. It is not so much on the flashy skillfull side. More on the flow side. Sit Back hit some buttons and listen to the sound of your pickaxe. :D But I see the potential for improvement too. :)

Yeah the movement. :((( Such an easy fix for such a better experience. Thats life.

Thanks for playing and hopefully enyoing it!

Submitted (1 edit) (+1)

This is a "gem" it is very well made!  The look is really consistent and pleasant.  It has a clear progression that you immediately feel like exploring.  The mining itself includes a nice mini-game that is fairly simple but provides a nice diversion from the exploration.  
I should also add that I was terrified because I know the theme includes cosmic horror and I felt like making 10000 credits might actually never happen and I would get stuck on an asteroid.

Developer(+1)

Hey,

thank you very much for this nice review. I am happy you enjoyed the game that much! I am also quite happy the atmosphere and sound seemed too catched you enough, so you felt the small cosmic horror sense, I was aiming for. :)

Submitted(+1)

I really enjoyed it!

I could critique some of the obvious stuff, feedback, polish, guidance, speed, etc., but I think everyone else has already managed to do that very constructively, so I am not sure I have much to add for this one.

Great take, and good implementation of some novel themes and interactions for the jam!

Developer(+1)

Hey,

thank you very much! Glad you enjoyed it. :)

Submitted

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

Developer(+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. 😂

Submitted(+1)

Went through this and it's a pretty good entry! Honestly my only hard complaint is the responsiveness of the movement; turning is very slow, and only moving forward when the forward key is released is a bit of an odd choice.

Other than that, I would suggest you turn the stamina red once it's below a certain value so it jumps in the eye easier, this one is more on me but I died once pretty far into the game because I just didn't notice how low it was haha.

One small nitpick is that the opening scroll goes away by itself before there is time to finish reading it. Maybe attach a button prompt to it?

Either way, this was fun! The resource management actually feels very competent and balanced, and in the future more ways to improve than load and stamina could be implemented, if you choose to continue working on it.

Developer

Hey,

thank you very much for your review! I am glad you liked it. Yes the movement needs a bit of finetuning. I was probably to attuned to it after playing it all the time during development. :D

Yes. I would like to polish it up and add more content to it after the jam. The reviews indicate its quite enjoyable and with more meaningful content could be really good.

So thanks again for your input and for playing. :D

Submitted(+1)

A little bit more responsiveness from controlls and its golden! I often would have several 'forward' queued and then would turn to mineral only to see myself digging several tiles more before turning.

Simple, yet effective gathering crawler with nice implementation of upgrades. I enjoyed this submission!

Developer

Hey,

thank you very much. 🙃

Yeah the controls seem to be off for some people, it is probably the rather slow movement, the non linear animation and that you move on release and not press. But the queue is only one entry, so stacking it up is not possible. But I think in conjuction with the other parts it might be off. I think I will change the movement to start on press and keep moving while pressed and stopping as soon as its released after the jam. Should make it way smoother.

Submitted

Maybe i was just mashing too much even after I would see gold :D I tend to do that...

Submitted(+1)

You mentioned in another comment, that the crawler movement fits with the mining and I can second that. Maybe improve a bit on the controls, faster movement (only if not mining) and maybe move directly, when pressing a button and not, after you let it go. The graphics are fine and I had to think for a moment, how you implemnted the walls fitting together at all, very nicely done!

Just add some different ores and maybe have some poisenous zones or whatever and it could become something really nice.

Developer

Hey,

thanks for playing the game and hopefully enjoying it a little. The remark on the controls (button press vs release) is rather interesting as you are the second one, who mentioned it and there are other who dont see this as a inconvinience. I also tried both and the implemented way, felt right to me.

Yeah, I will work on the game a bit more as I like it and the feedback is also quite positive. As this was my first online game jam and also the first attempt in this genre it took me a little to get the basics done. Which would be the seemles tunnels you can build as you like and to have it run rather smooth on non gaming hardware even if you build some larger structures.

But the jam is really a great experience esp. because of the great feedback you get. Also playing so many different short games in one genre is really interesting. And I am happy I did it. :)

Submitted(+1)

Cool game for what it is. The graphics are clean, the mechanics are there. I which the movement, turning and actual breaking through the non-ore rock would be a bit quicker. I know there was limited time but some fleshing out - more ore types, maybe some other mechanics that puts you in danger etc could take it to the next level.

Developer(+1)

Hey,

thank you very much for the review. Yeah the movement is a bit on the slow side. I was thinking about making it faster, but it should feel a little heavy fitting the theme. But I should had probably added movement speed increase to some of the updates. Yeah more content would have been nice for shure. But my focus was first on the polish of the integrated parts and second on additional content. The second felt short. 😂 But to see you would have liked more content is great! As you seemed to have enjoyed it and would have liked to enjoy it more with more content.

Thanks again!

Submitted(+1)

I took a break and relaxed.

What's there is well executed, I can't say I'm utterly fan of the gameplay loop yet as it would get repetitive you've basically paid your debt already so it's fine.

If not enemies I think the game would benefit from some second pressure than only stamina. I think this game in particular would also benefit from keeping advancing when you maintain the up key pressed since you might spend some time getting back through a long straight line but that's really no big deal.

Thanks for sharing!

Developer(+1)

Thank you for trying it out. :)

Yeah, it is a specific loop you like or not. But I found the idea of it in the first person stripped down to the core quite intruiging to create and also too play. It benefits also from the dungeon crawler movement, as it slows the pace.

I also thought about some additional pressure light fading light. But I wanted to keep it simple and let the core game loop live. But as I plan to develop it a little further I might add something on the pressure side to it. :)

Submitted(+1)

Really nice game! I am a sucker for mining games so I really hoped this would be fun to play and it was. I played until I got the exoskeleton which took me a while...

The art is very clean and looks great. It is satisfying in a way that there is not clutter all over.

The mining mini game works fine, but don't use the release time of the buttons to register a press. Maybe entering the mining game could be handeled the same way as normal block mined i.e just move into it.

The queue up of inputs is a bit of. Having the ability to hold a directional button would make a great improvement. I must have pressed W a couple thousands of times on my playthrough.

Upgrades - The upgrades were ok, but it takes a bit to long to get them and they don't contribute that much. I would like an option to  upgrade movement speed. Maybe have a marker or something you can buy that you can place in the level to mark your path. Fun thing would also be if the light goes out if you run out of fuel and it get super dark (and cold).

I think not having a compass or sense of direction is a positive thing for this game, it kinda makes it an important and additional objective to keep track on. And I think that for this game its the way to go.

Developer

Hehe,

thanks for the thourough review and playthrough. 🙃

I played around with the press vs release on the mining game and to me it felt better that way. But I generally like button releases more for interactions. So I can see your point. I also though about mining by moving, but I did not want to have accidential minings. As they also eat up a bunch of stamina.

Yeah the movement by holding down is totally valid. I probably did not mind because I liked the soothing rythm of hitting that key probably also a couple thousand times during dev. 😂

Movement speed upgrades with the mining cloth and esp. exoskeletton was on my list, but did not make it. The same goes for lighting power, but I felt it could be a little to much. The core should really be about the mining. The first will probably make it in the additional content.

I feel the same with the minimap, as I also think navigating through your own self build tunnels is easier than through someone elses Dungeon. But I understand, that someone would like it and having it as an Upgrade you could buy, would be a good compromise I thinks.

So thanks again for your input! And I am happy you enjoyed it.

Submitted(+1)

I really like this game. The main mechanic is well implemented.

A few thoughts:

  • Just dying because you run out of stamina... Would have been nice if that had turned red or something. But now I know!
  • A map would have been great!
  • When performing the timing sequence, I think maybe make it 5 ore for perfect, and 1 extra ore for each of the timing directions. Rather than all-or-nothing. Obviously needs a rebalance elsewhere, but you get the idea.
  • A way to ramp up the ore mined (eg "better" axe). I know you get a faster pickaxe, but it would have been great to get more resources.

I say all this stuff like you had weeks to do it... Which you didn't! I spent ages just smashing around, so definitely a good game. A bit of polish to this after the ratings have finished and I'm coming back for more mining !!!

Really well done.

Developer

Hey,

thanks for the review! Yeah an indictor or at least a clearer warning, that you die without stamina, would have been good. It only is written in the helptext I think. :) Regarding the Mining. You get always ore. If you are perfect you get the full amount. If not just half, but always at least one. If you venture deeper the ore in one spot ramps up really fast, and with a faster pickaxe your limitation is really only the load and you want the backpack and stuff.

But thanks for all the hints nevertheless. Glad you enjoyed it!

Developer(+1)

As I thought about it. Maybe some popping numbers for the gained ore and maybe stamina loss would help. And some fading vision with a warning for to low stamina.

But I plan to add visual pickaxes, saving and maybe some type of railsystem (to place shopstations deeper in the mine or fast travel) so you do not need to manually go back again, if you are super deep inside the astroid. And a map to be bought at the shop, that adds a minimap. I think with this it will be a well rounded small game.

Submitted(+2)

Deep down in many of us, there a still an ancestral yearning to be in the mines, and is true of me it seems.

This is the definition of simple premise, well executed. It's super easy to pick up and understand right away, the goals are clear and it's a nice fun loop with neat presentation. It's a great 'switch my brain off' kind of game where I don't have to think too hard. I made it to the 80k checkpoint .


I would have loved if I could have continously moved by holding the 'W' key because once the tunnels get quite long it can become a little much to smash the key repeatedly; however I do understand this may have been a design decision to incentivise lots of smaller tunnels rather than a few long ones? If that's the case I would prefer the option to have it in keydown rather than keyup (even if that's an ingame setting). But that's literally the only thing.


I don't know how this will rate amongst the 'die-hard' dungeon crawler fans. However from my perspective, it follows all the rules and I had fun, which is all that matters. Great job, and thank you.

Developer(+1)

Hey,

thanks for the review!

Yeah the “Auto” Moving was in my mind. But I liked the soothing repitivness of clicking the key. And one of the nice to have features in my head was / is a rail system you can build (buy at the shop) to fast travel/open the shop deep in the mine.

I am really glad you enjoyed it. :) I enjoyed building it.

Submitted (1 edit) (+1)

A rail system would be amazing, A great addition if you continue to work on the game post jam.Thanks again.

Submitted

Is there a win condition in this game?

Developer (1 edit)

Sure as stated in the intro, you need to collect 10k. It is also visible on the big goal bar at the top. :)