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Well, it's far off from Minecraft. It's nice in that it is predictable.


Click feed back is good. I suggest informing the player of what has been gathered, e.g. through an immediate popup or after climbing up out of the mine.


Generally, the resource gathering and tool making is nice. I suggest using a common pattern from psychology to play on one's fear -- e.g. in particular to use loss-aversion. Like you loose all resources if you get killed. Or to provide some difficulty situation that will entail some hassle to get out off. Dunno what that could be - maybe losing the current haul?


Anyways, the game is kinda nice. Thumbs up.