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Through the Mine's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #6 | 3.286 | 3.286 |
Graphics | #7 | 3.643 | 3.643 |
Thematic Relevancy | #9 | 3.857 | 3.857 |
Historical Accuracy | #10 | 3.571 | 3.571 |
Overall | #16 | 2.714 | 2.714 |
Gameplay | #18 | 2.143 | 2.143 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Description of your game:
Mining, selling, survive.
This game is based from the coal miners, from mid 19th century.
Assets used (which you didn't make):
Legacy Fantasy (for some elements of the landscape)
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Comments
For this Jam we are both in the same "mining business" ;-) By what I was reading about how mining was back in these days, you got the grind of daily surviving pretty right. And as in your game, people got payed only for what they got out of the mines - the prices were different, though. Miners got aweful little money for their hard work, while the owners of these mines often got obscenely rich.
Are you using rigidbody physics for the character movement? I recommend either a faster acceleration with high drag, or swapping to a character controller for snappier movement. Basically, the movement should not be something that draws the player's attention away from the rest of the gameplay, because it seems like you want to experiment with exploration and risk/reward. If the player becomes frustrated with the movement, they are unlikely to enthusiastically engage with the rest of the game. That's just tuning though, so it shouldn't be too hard to play around with and come up with an improvement.
actually I was using a character controller
Interesting. Did you code in an acceleration? In that case, it should just be as easy as increasing the acceleration.
no but I didn't have time to add all the things I want, I only work on 4 days
Understandable. I guess I'm just trying to figure out what you're doing here in terms of movement in case I could provide advice, but obviously my understanding of how this was implemented is incorrect. Good work!
haha don't worry ! it's always nice to have suggestions :D
Walking mechanics are a bit tiresome, but the next day messages are very funny hhahaha
yeah I think I should do "smaller" tunnel, but I didn't have time to balance the game
Thanks you !
I like the graphics - and like the idea of how the gameplays. Would have been nice to have a gui to have some indication of how much you have mined. Great game to use as a starting point to keep going.
Thanks ! There's actually a gui to see how much you have mine. Everytime you mine something, you see the number you mine + the total like : + 3 coals (12)
And you also have on the wagon when you sell it the number of coal you have selled
I think the animations need some work, the pickaxe animation, for example, doesn't sync up with the bar dropping nor with the sound effect playing. And the walking animation feels like it needs to be synced up with the actual walking speed a little more. But minor animation issues aside, I think this game was really well done. The backgrounds are beautiful, the music sets the perfect tone. From a gameplay standpoint I really like the idea of seeing how far into the mine you can go and still get back, but I think it takes a little too long to actually get back, and you're left simply holding down the button for a very long time. I'm not sure what sort of fix could work here, but thought I'd voice the thought anyhow. All said, it's a great game and very well suited to this jam!
I agree with the animations, I didn't manage to polish them enough.
thanks a lot !
At first, I wanted to add a "health" for the miner : the deeper he goes, the deeper he loose health and create a mechanic that allow the player to counter that. So the goal will be : don't go to far or you may die VS you need to go far to make money