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?
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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.
Comments
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
Concept super drôle avec des graphismes propres et de bonnes sensations.
Vivement une version VR haha :P
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!
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 :)
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:
- having a few tracks that you can go to by grappling the magnet to change course, so that the player can have a few options to traverse the course with
- having a few obstacles (such as traps and what not) that can throw the player off and the player has to interact with them in a variety of ways to avoid them.
- maybe the opposite of obstacles that can increase the amount of gold you carry?
- better range / telegraph for attaching the magnet to the signs.
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 :)
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 :)
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
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 :)
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! :)
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 :)
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 :)
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.
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! :)
Visually and conceptually a super cool game! A bit of a stretch to fit the theme of the jam.
Well I suppose that it depends how you look at it:
When we learned about the team, with brainstorm for more than an hour with the team and get some idea as "A stealth game where you can't hide", etc.
One of my proposition was: "A driving game whithout steering and without direct gas/break mechanic". At this point, I was thinking about a spaceship with a tractor beam.
But as some point, MaxiPoki made a joke about the fact that I wanted, before the jam, to make a game based around trains (because "I like trains") and our two artist also liked this idea. We thought it would also be a good way to explain the reason why you can't steer and we would still be using this original mechanics of the "tractor beam" turned into a grappling hook, then a magnetic grappling hook.
Sadly, due to time lack, we didn't add other competitor or the feature that would allow you to change tracks to overtake them and/or replenish gold. So it feel less like a racing game in this state. But still, I think it respect the theme and the genre is "Driving/racing game", I do'nt think you can say that there's a "minecart" genre. Well I never play to this kind of game and for me game genres are not as much accurate but more like that : https://en.wikipedia.org/wiki/List_of_video_game_genres
But I can see your point ^^
Thanks a lot for playing it and for your feedback :)
By the way, sadly, we didn't have enough time to finish to create and put signposts explaining controls. So here's how you play:
You need to target the signposts and hook them (by holding left click) with the magnetic grappling hook to brake your minecart and avoid losing the gold in it. But if you keep a signpost hook for too long, the rope will break, so you need to release the right click soon enough ^^
(The escape key let you restart, and yeah you can't close the game without alt-F4, but why would you close it ? :p )
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