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(+2)

It's a good game! Only some small things (could be design choices you made)

Couldn't initially tell that pits were, well, pits. I assumed they were walls. Skill issue on my part? Also found out the hard way you can lose the cart in a pit, lol. But that's part of the challenge, I guess.

Occasionally an enemy spawned right next to me and got in a cheap shot. Not too big of a deal since it only happened like twice!

Pickaxe combat was cool. Got more exciting with the later levels with more pickaxes flying around.

Good stuff man.

(2 edits)

Yay, thank you for trying it and the feedback!

The pits definitely are tricky. I'll definitely need to brainstorm how to make that more clear, since it's tricky with the top down perspective.
I thought initiallly about doing a typical 45 degree top down perspective like most top down games, but it made the cart aiming feel a bit weird. Maybe I need some sort of shader that can make them fade out from the edges in to give the illusion of depth.
I think my thought was setting up that the walls are lighter than the floor so it's clear that darker tiles are further down, but that probably didn't read as well as I thought. 

I'll also make the gem loss less punishing when the cart falls. Maybe they only loose a quarter rather than half. That way when the player discovers it, they learn, but it's not rage inducing when it first happens LOL.

Makes sense that there are problems with the enemy spawning. Thank you for pointing it out so I don't forget to fix it.

I also really like the pickaxes! Excited to develop on that mechanic a bit further too.

Been working on the game post jam, and was able to solve the pit issue by adding parallax backgrounds! I think it helps a lot.