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Mined If I Break's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #275 | 3.407 | 3.407 |
Ranked from 86 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is one of best game I've played so far in this jam.
Art, music and sfx are mixed very well and gameplay is awesome. =D
I had few issues when I was sure my cursor was in the sign area but I couldn't break. Perhaps if the sign highlights when cursor is on it would be fine .
At the end on level, it just freezes and music keep going (I think that's the end). I am almost sure you didn't have time left for that, but it's fair.
Very nice entry. =D
Thank you very much for the kind words !!! It is in fact the end, we just didn't have time to put the leaderboards and the end screen ><
We are currently fixing a lot of things to make the game even more enjoyable. I hope you'll be able to play it when we release new versions :)
Just drop us a message, that we will play it for sure. =D
Cheers!
Thanks, for your feedback and kind words ^^
We really tried for our game to feature a great balance of art, music, fx and design (and of course code xD) because we think that the goal of "game design" is to create an experience, and everything is important to create this experienc. So yeah to make it possible, we needed to spend less time on "pure gameplay crafting" and our approach was to "keep it simple" (and that's not simple xD).
So it's really great to read comments like yours, showing us that people enjoyed this "mix" ^^
Cheers
This game is really just fun to watch the mine cart speed down the track a few times without even trying to brake. Thanks for making esc just reset the game so I can watch the cart fly down without brakes again.
The visuals for this game were some of the best parts. The art of the models themselves was all superb as other people have said and as you know. But there was some other stuff that really added to the visuals too. The views of the mountain were great; you got small glimpses of the crazy track that still lay ahead of you. The part where there was the extra mine cart really added some life to the game and it was fun to have a partner on this crazy journey. The design of the route the track took was interesting. It wasn't all just turn left, then turn right. Among the turns were some nice drops and hills that almost give you butterflies as if you're speeding up and down the hills in real life. The cart's animations like the way it teetered over the edge threatening to fall of and the smoke puffs behind the wheels breathed life into the cart and gave it a bit of personality. Then there was the superb camerawork to capture every interesting moment of the whole trip. Truly, you nailed the camera for this.
I had most of the same issues as most everyone else so I don't need to list them. One other thing I think could have made the game a bit better that I didn't see mentioned as much was in the track route/design. On my first play through, I didn't know where the signs were (obviously) so I got careening down the track pretty fast. Something I noticed fairly quickly was that I now had 0 hope of ever hitting another sign. Not knowing what lay ahead coupled with the fact that I was moving crazy fast because I hadn't hit any signs, meant I wasn't going to hit any signs coming up. There are 2 ways I came up with that I think could address this fact a bit. One way would be to kind of split the journey into 2 sections. You would go through the top section and when you were coming to the end of it, your cart would slow down and almost come to a complete stop before a huge drop. But it wouldn't quite stop and you would fall down the hill and keep going. Then you would very quickly get back to speed and do the bottom section. What this would do is that the player would fall into a false sense of security thinking they were stopping and had won, only for that false hope to be torn from under them (this part is a bit cliche). It would also give the player a break from the constant whizzing past signs that they couldn't attach to (or would break almost immediately if they did hit it) to catch their breath and be able to look ahead to the next sign. This slow part of the map would just be to give the player a break from the constant action. Also, when they slow down, there would be no actual way to stop, the player just needs to think they might be able to stop before the huge drop. The second way to stop the player from going out of control would just be to show the players the signs slightly sooner so they could get ready a bit earlier and have a shot at hitting them. Not all the signs need to be like this. Some signs that you can only see for a few seconds could give the player rewards like extra gold or an extra strong brake or a sign on a curve that otherwise doesn't have a sign, etc, etc. but you probably had ideas for rewards like that anyway.
WOW :o Thanks a lot for this awesome feedback and the time you took to write it !!!
These a some really cool ideas of level design, and my teammates who did most of the design will probably love reading your comment ;) As you've probably read, we are already working hard on the game to polish it and make it better. I don't know if we'll have time to make new levels or modify the existing one with your ideas but I hope we will!
Thanks for your feedback :)
It's great that you mentioned the "2 sections-track" because I designed the track to have 2 distinct section exactly for the reasons you mentioned. But with our (now fixed) bug related to the gold the speed would never goes down as designed but continue to increase and that mess up a bit this idea xD.
Now that we fixed it, we're trying to balance the design because we learned that the game si not fun if you brake too much. I'd like to have a "security zone" where the players would catch their breath, but it should be the only area (with the starting zone) where the speed is low.
It's not easy to find the right values, but we're progressing and feedback like yours confirm us that we're going in the right direction :)
Cheers
What an awesome thrillride! :D On my first go, I wasn't able to grab almost anything, still enjoying the crazy ride. As I learned to time my shots better, I felt more in control of things. Still sometimes I didn't release the hook in time, even though I could swear I saw a green crosshair before clicking.
Maybe it's there and I just missed it, but I would love to be able to switch tracks by pulling levers with my hook.
Awesome entry, great job! :)
Thanks for the comment :)
Yeah the grabbing might sometime be really hard, but we are working on the polish ^^ And the switching tracks was designed, but not enough time to add it unfortunately. But we hope to add it in a future version ;)
Yeah I've the same issue when I play, so you're definitely right and we need to find the right feedback and feeling for it :)
Thanks for your kind words ^^
This is a really great concept, and the execution is fairly technically sound. I think there are a lot of things that you could do to improve this into something much better, though.
Obviously there are the issues that you have listed in the description. Outside of that, I think there is often very little time to see and click on signs. It also felt like there was a delay before I could attach if I tried to click before I was in range. I think the game needs a much better way of relaying the range to the player. Maybe the sign itself could change color as you get into range, or maybe some sort of visual indicator between the cart and the sign.
It also feels like maybe there could be some obstacles other than just sharp turns to keep it fresh. Perhaps some things swinging onto the track that you need to slow down for? And, I know this would be a lot of work to implement, but perhaps sections where the track is out and you now have to use the rope to swing over the gap.
At any rate, the concept is awesome. The execution is pretty good if flawed. The aesthetics are fantastic. Good job!
Thank you for the time you took to give us your feedbacks !
Everything you said is true, and a lot of it is known to us. We have a long list of things to improve, test and change. But all the comments we are receiving are really motivating us and we are working hard to make the game better!
About the signs, we were obviously in a rush at the end of the jam and some ended up misplaced and some are missing... The range is currently not that good either and we need to have a better feedback for it.
And the obstacles are something we thought of very early in development with multi tracks for example (the possibility to chose a risky but rewarding path or an easier but where you lost time...), but we didn't have time to add them to the build.
But we hope to deliver something better in the coming weeks. I hope you'll be able to play it and give us new feedbacks then :)
Thanks for your feedback :)
I'll add one thing: As Maxi said, many signs were mislplaced, the hook range too short, ... But the biggest issue is the speed that goes out of control quickly and it sure doesn't help you to aim :D
With our current version, I already feel that it's easier to hit and we'll continue to improve it :)
beautiful execution! i did however feel like the gameplay didn't pose too much of a challenge - i wasn't sure what exactly i was doing until i somehow finished the game.
i guess breaking didn't feel "right" - maybe more visual/audio cues would've helped flesh the mechanic out.
good luck!!
Thanks for the comment !
48h is short and unfortunately the main features are not as polished as we want them to be. The gold/scoring system is quite broken at the moment, we are working to improve it. We need to add more feedbacks to the player about the status of the hook...
But we are on it and hopefully the next versions will suit you better :)
This game probably had the best execution of all games I played for the jam. Really nice graphics and level design.
I loved the idea of first 2 signs serving as the game's tutorial. Very clever.
With that said, the design of the game didn't really grab me as it is now - there is really not a lot of gameplay besides braking from time to time. I would look into adding more mechanics to make the gameplay more intriguing. I see that you guys had planned quite a few things, but didn't have time to include them (which is understandable, considering its only a 48h jam) - however we are to judge games primarily based on the idea/design. That's why I would have preferred if I could see the idea more fleshed out, even at the expense of the execution/graphics.
Best of luck, you guys deserve it!
Thank you for the kind words! It's really appreciated :)
Because our team was really split into Art/Programming, we can only blame the programmers (and I am one of them ^^) for the lack of gameplay content.
But we learned a lot about the Unity process we could use next time and we know where we shouldn't have gone to get more things done.
And I totally get your point, I am personally frustrated we couldn't add more things and the game feel a little shallow. But we will improve all lot of stuff as you probably read in older comments. We are hard at work to polish the game and hopefully you'll enjoy it even more!
Thanks for your feedback Kaenkitanov!
You're absolutely right. We wanted to polish the core mechanic (the magnetic grappling hook) and the global experience before adding our other designed gameplay elements but we took to much time to polish everything (the sounds, Fx, art, level design) and we only found a good way for every of us to work simultaneously on our respective task too late. It was our main learning from this jam, the first we made together.
But still, I'm happy with the final result even if much of my work (as the game designer) is missing and the balancing completely messed up because of some bugs. We'll take time to fix it. And it's not the programmer fault, it's a shared responsibility ^^
Cheers
It's fun and looks very impressive. All of the graphical/sound features are top tier! It was enjoyable just watching the cart go down lol. Could be cool in VR maybe?
Thank you very much !
Haha You're not the first one talking about VR, we also think it could be a good idea to test :)
Thanks!
" It was enjoyable just watching the cart go down lol"
That's exactly what we wanted to achieve! :D
Thanks for your feedback :)
Goegeous graphics. And high speed rollercoaster fun. I did feel that the ending of the game was odd. I was expecting something like "Well done, you earned 500 gold. Play Again?".
Another thing to note is the feedback upon braking. When I pressed the mouse to brake, I was not sure whether I was breaking or not. Perhaps some audio feedback as indication would help?
Great game!
Thanks for the feedback and the kind words !
Yea, unfortunately we didn't have the time to put the end screen due to... well 48h is short ^^ But we have it now :p
And the braking feedback is also something we are thinking on, amongst other things ;)
We are pleased to see so many nice comments and we want to improve and polish the game. We will submit new versions after the jam :) I hope you'll play it again :)
Hey, thanks for your feedback.
To be sure I got it right : did you understand that you break when your magnet grapling hook is kept (holdin the left click) on a sign ? We don't have direct brake (part of the jam concept ^^)
I'm asking that because I think that it's not clear how we explained that in the game :o
I think i misunderstood. So the only way to brake is to grab hold of a sign using the magnet. Gotcha.
Concept super drôle avec des graphismes propres et de bonnes sensations.
Vivement une version VR haha :P
Merci!
J'en ai parlé hier de la version VR xD
Merci ! C'est vrai qu'en VR ça rendrait super bien, et ça rendrait même le grappin plus simple probablement :p
Clever concept and cool art style.
Thanks for your kind words :)
Thanks :)
Absolutely stellar!! So fun to play! I do think it's worth noting that the minecart movement seemed a bit "stuttery" to me, but getting smooth movement can be tricky to nail. Still a blast to play!
Thanks, it's nice to hear that !!! Yeah the movement of the cart isn't smooth at all we need to work on that... amongst other things :p
But we will improve the game because we are really proud of what we did and all your comments make us really motivated !
You should be proud! Best of luck!
Thanks!
People having fun on the game si the best reward as you can imagine! And you're absolutely right about the minecrat movement, it's a high priority on our list :)
Pretty cool, but (maybe because my game is too slow) I didn't stick to some sign even if I had click , and that make me rage multiple time... but the feeling of speed and to see the entire decor going even the place you alredy pass, it was really fun ! Like a super mega cool rollercoaster ! I really like that part ! And too bad for the leaderboard panel who didn't show at the end...
Thanks!
I'm happy that you mentioned the rollercoaster because it was of course one of the example I used a lot when speaking about the game's design!
If you're playing in fullscreen, try perhaps to run the game in windowed mode. I don't know hy but there's a issue with the Unity launcher playing the game in the highest possible resolution, and of course, it may slows it down. Especially because we didn't have enough time to optimise it.
We'll provide a new version were the major bugs are fixed, we're really motivated thanks to all your kind words :)
Thank you very much! Sorry to hear about the game being slow, but as my teammate said it's probably because you are running in fullscreen ><
We hope to fix all those nasty bugs in a future version and I hope you'll be able to enjoy it !
Don't worry : it's mostly because my computer are garbage if it was slow !
Listen. I LOVE the artstyle. I love the feeling that the visuals and the music creates. It is beyond me how you accomplished this feat in 48 hours.
However, if I have to look at it from a theme and design point of view... it needs a lot of work.
I was not sure how this ties to the theme of the jam, but after reading the comments I've seen you started it from a driving game point of view. But I can't look at it like this because I don't need to steer anything, I am basically just trying to hit the brakes, which can be a REALLY fun mechanic to base a game on, but it seems so far from a driving game (no steering, no options, no obstacles in my way).
And about the gameplay, I think you could do with a few things:
As it is right now, in my first run I had the best score and I didn't hook even once (because I didn't understand how at first). On the second and third runs I used the magnet as much as I could, but still got less gold the more I used it.
Just to be clear, I really love what you achieved here, and with more work it could become an amazing game, so I hope I did not angered you or anything <3
Thank you so much for your feedback and the time you took to write to us :) And you didn't angered us at all... at least not me ^^
"but it seems so far from a driving game (no steering, no options, no obstacles in my way)" -> Isn't it the theme of the jam ? Remove base mecanics from a genre ? Or maybe I didn't understand your point ><
You know the funny thing ? Everything you want to add to the game was designed and we wanted to do it from the first few hours of the jam ^^ But as you can imagine, 48h isn't that much :) And the gold system is a little broken at the moment we know :(
We are already working on improving the game to polish it and make it even better. We will add new versions after the jam is over and hopefully you will enjoy it even more !
Again, thank you for the time you put in your feedback, it's greatly appreciated :)
I am very glad you take me in the right way (:
And my meaning was that while removing something from the genre is the point of the jam, you removed so much out of it that I can't recognize the genre anymore. I what I've said made more sense now.
Also, I'm glad you plan to keep working on that one (:
I see and understand your point thanks :)
Ah ah you're completely right and we already designed the things you proposed to add and quite a few other things.
But as you said, it was already hard to managed to get music an art working around the first game loops. the price to pay for that was a limited set of mechanic at first.
But yeah our goal was to iterate from there and add other cart, other track you can go with gold sources that would add a risk and reward choice (because simply adding "shortcut is not a valid option for me). Now we'll surely add these things on our spare time ^^
As I said in a previous comment, I also wanted to add a rogue-like gameplay ^^
But thanks a lot for your feedback, it confirms us that our other idea are aligned with your expectations :)
Oh yeah I forgot to mention the broken gold system, first thing we'll fix with Maxi now that I fixed the scoring display last night and fixed many signs position issues.
Although it is truly a pretty game, it is very much incomplete feeling. Not sure if it's just my copmuter glitching, but I didn't get an end screen.
There is no end screen, at the end of the track the camera just let the cart go on its way. You can restart with escape.
Why do you feel it's incomplete ?
Aside from the lack of an ending screen, which leaves me feeling unsatisfied as a player, most features seem half baked. The acceleration goes up exponentially at times, the signs don't pop enough, the score is almost invisible... A lot of testing and improving was clearly not done. This isn't an attack of course, it was a very tight schedule, but I am saying the drawbacks from the time limit are apparent
As you said, not much time for testing.
But we are already working on improving all of that and adding new features. I hope the future versions will be more enjoyable for you !
Pretty polished game and really fun desigh, I recommend :)
Thanks !
On theme and pretty polished looking, but didn't run very well for me and the gameplay loop didnt really work for me.
Thanks, for the feedback !
Why didn't the loop work for you ?
it felt like it was just "try to click on signs as soon as they pop up" but I felt like alot of the time it just wouldnt happen. I also didnt really see any reason not to do it. Maybe I just didnt really understand it.
Yeah the goal wasn't properly feedbacked. Our scoring system take into account time and remaining gold. So you need to chose carefully when to slow and when it's ok not to slow.
But in this build the gold system is broken and some signposts are either missing or misplaced. And it's not really forgiving about the hook...
Hopefully you'll test our next build and we'll have sorted out what is wrong and fixed it.
Thank you for your feedback anyway :)
Thanks ! ^^
We wanted it to be between 1:30 and 2:30 a run, and tried to achieved that during the production.
It was a bit overscoped but we learned a lot and our two artists did an amazing job :)
Thank you!
Very impressed you got it so polished so quickly! It feels the most like a finished game out of any I've played so far, excellent job. I'm not sure what the subversion is supposed to be, on rails shooter with no shooting?
Thanks!
As I explained in a previous comment, we started from the idea of a racing game in space without steering or direct gas/brake. Then we feel that using a minecart would help to understand the gampleay and make it more accessible but without the other opponent and the leaderboard it makes less sense and I we lost the "racing feeling" T_T
The build we didn't manage to push in the last minutes, even if it was ready had this leaderboard at the end :
We even had a server to gather the score of every player, but we didn't finish it in time ...
Did I say that we overscoped ? :D
Thanks for playing and for your comment! :)
Thanks! We had many other idea to push the idea of a "racing" game as my teammate said, and we will try to add them in future versions :)
First of all, and it has to be said, this is one of those game-jam games where I really start to wonder how you pulled off these graphics in 48 hours: it's gorgeous! The gameplay concept is also really interesting, and challenging. I've tried quite a few times, but my best score is only 600 gold left.. I think the first part of the track (before the cave) is pretty easy to master, but after that all seems lost every time. I feel like there might not be enough signs after that, or that they might not slow me down enough, because after that point I just keep going at insane speeds, while also grabbing a lot of signs! However, even with this, I think it's an amazing game and you should be really proud of making it. I had a ton of fun, the music is great and overall it has quite a bit of replayability! Good job :)
Man, thank you very much for your feedback, it's so good to read comments like yours!
Even for us this game is hard ^^ But we are working on improving it and we will upload new versions after the jam is over. We are really proud of what we did and we want to polish it!
Great to hear! No worries. Best of luck with that guys :)
Thanks a lot for your feedback and kind words! :)
I think taht the fact we had our concept in the first 2 hours of the jam and that it never really changed even if we add some things (like the gold idea) + the organisation helped us to produce all these things from scratch during the Jam :)
To be honest, we made some mistake and it impact the balancing of the game, we work on the art until the end and we didn't get enough time to test and balance the game because we were constantly adding things like sounds and FX that required code and each time we were merging the work of everyone, we were "losing" a lot of time. So this was a big learning for us all ^^
And yeah I said that in a previous comment, but this build has real issues with our signs, many of them moved in the terrain and some 3D assets, most of them in the second part of the track, hence the WAY TOO HIG difficulty.
That's sad because we tried to make a really accessible game impossible to lose but we wanted it to be hard to master. It'll need some fix ans baance to really get to that point but I'm already working on these, because I'm really proud of what we did (and I enjoy playing it so I want it to be fixed to enjoy it even more :D)
Thanks :)
Good to hear! But that's what a jam is all about. Polish comes later, that's okey! Without this jam you wouldn't have made this game at all :)
Unforgiving game at first run - i didn't even noticed first two signs with tips and rushed down with panic :D Also sometimes, when cart gain some speed it's almost impossible to click on signs - sometimes even cursor didn't turn green when i was near signs.
Anyway, what was your goal? It's isn't obvious for me, and you didn't write it in description.
Thanks for the feedback !
Because of the lack of time it was hard to fine tune some things, like good positionning of signs and an easier way to launch the hook at high speed.
And was the cursor grey when you tried to launch the hook ? Because if so, it means your hook was broken by an earlier launch ;)
The goal is to reach the finish line as fast as possible while keeping most of your gold. Although we displayed the gold, we didn't have time to display the time. A new version of the game has it with leaderboards, and we intend to polish it after the jam and upload new versions
Hopefully you'll be able to play it and enjoy it even more :)
Also, as Mark said, theme was "GENRE without MECHANIC", and as i said you haven't mentioned what is your genre and what mechanic you had thrown away. Maybe it's just me, but i didn't understand what you have said with your game.
This is a racing game without the steering and the speed control, this is explained on the game page. Unfortunately we can't change the description of the submission page ><
Thank you for your feedback :) We really appreciate it!
Thanks!
In fact, I was checking this evening and many of our signs finished in some of the last 3D Assets so, yeah it's too hard!
I'm balancing it right now. We also have apparently an issue in the function that compute the minecart speed: the gold weight is influencing in a strange way. We'll surely fix that ^^
Here's a screenshot of the start we have right now :
Thanks for testing and for your comment! :)