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A jam submission

Strahov MinesView game page

Escape from the caved-in mines caused by an unknown explosion
Submitted by KaloDave
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Strahov Mines's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#2053.7373.737
Horror#2742.6842.684
Sound Design#3082.9472.947
Creativity#4042.8422.842
Enjoyment (Best Game)#4822.4212.421
Story#5111.7891.789

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What game engine did you make this project in?

Godot

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Comments

Submitted(+1)

A nice addition to the top down view, with a unique style I haven't seen before. A one color monochromatic scheme is hard to pull off, I think it looks nice in your game, but perhaps just a little more contrast in elements that you can't run into, or key items would be helpful. I also feel the movement could use some tweaking, the character is a bit slow even with sprint. I love how you control the direction of the headlamp! The vibe is claustrophobic. Congrats on your first game! I see a lot of potential and hope you keep developing games further :)

Developer

I'm happy to hear it! Originally I was gonna go with very low saturation, but I'm glad I decided on this rust-like color. I'm still experimenting with the visual tweaks, so I'll look into making these things pop more. The movement is meant to be a bit slower due to the story of the miner character, which will be added in the future. I'll still double-check and potentially make some tweaks, so thanks for pointing it out. I'm glad you liked the light mechanic and the overall vibe!

I have big plans for this game, so it will be an ongoing project! Thank you for playing and I hope you will again in the future!

Submitted(+1)

Congrats on the first game!

I think developing a Web Based game is super helpful in a game jam setting.


While I do love the concept of the game and the atmosphere you created there's a lot of things that need some clarity...

Not sure when I'm interacting with something, like I could use the generators to recharge. I want some sound to play when I used it. Maybe even a highlight on the objects? 

I would maybe also like a health bar for myself and maybe the enemies. 

The regular walk felt very slow and the sprint felt more like speed walking.


Not sure if hiding actually does anything or I'm not patient enough. Seems like the enemies still where just camping my spot lol. 

Level design was ok but I was not sure what I was supposed to be doing the whole time... although you did give some clues i.e " I need a pickaxe first" etc. 


The use of the flashlight was pretty interesting as I get scared by the random zombie miners(?)

Again sorry to be nitpicky about a lot of things but i do see a lot of potential in this game... I'm sure if you had more time you could really polish this idea and expand on it. 

Developer(+1)

Thank you! I figured the game was small enough to be played through a browser, instead of needing to download it.

I should have prioritized the clarity for what the items and how they are used. In hind sight, there were so many different ways I could have made it clear when the generators are being used, mainly with sound, like you suggested.

Health bars were something I considered, but I actually prefer to not have them visible, as they kinda ruin immersion. Perhaps a simple visual screen effect would be smart to add.

I made the player move a bit slower because it's a part of the story about the miner that I didn't manage to tell in this jam. It will make more sense when I implement the full story.

Hiding can definitely feel broken at times, and it's mainly due to the enemy AI being programmed a bit poorly. When it stops chasing it will begin to wander for 15 seconds, but it usually doesn't go very far from that spot. Also, if you don't get a good distance from them before hiding, they will be able to kill you in the minecart. This is actually a bug, but it makes the enemies a bit more clever, so I kept it.

In the beginning area, it tells you the objective when you approach the rocks, though I realized that it can be easily missed by just not going near them.

I'm glad you liked the light mechanic! And sure, they are more or less zombie miners.

And no need to be sorry, the more shortcomings and issues that get pointed out, the better for the future of this game, which I will be continuing! Thank you for such a thorough review!

Submitted(+1)

Spooky! Nicely done, the horror was very effective (mostly thanks to exceptional sound design), while exploring the mines, I had some Darkwood flashbacks. I think level design could be improved to give the player a bit more direction, but for a jam entry, it is completely satisfying.

Nice job, congrats on your first game!

Developer(+1)

Thanks, my partner did an amazing job with the sound design! Speaking of Darkwood, it was a big inspiration for the game, at least the light mechanic. I totally agree about the level design though, it was very rushed and not well thought out, but I plan to completely replace and expand the map in the future. 

Thank you for your kinds words and feedback!

Submitted(+1)

I really like the interaction with the enemies and the light to be able to see them. There are just two things I miss. First would be that you can't really do much with the enemies, except for running and hiding from them and second I feel like the game is missing some feedback for the player. Be it with the generators or the presence of enemies. It would be really nice if you could hear them, even if you can't see them
But in the end I really like the game and hope to see more in the future.

Developer(+1)

I did run out of time to add actual combat, despite having an animation for the player's attack, as well as proper tutorials or explanation of the mechanics and items. It's something I plan to add once I resume working on the game. And being able to hear the enemies was a big oversight, so I'll be looking into adding that as well. Thank you for playing the game and useful feedback!

Submitted(+1)

I liked the concept of your game, the look of a mine with a scary and desolate atmosphere. The only thing I'd like you to add later is a little lore or some kind of explanation, like notes, and of course, expand your map. I hope to play it again. My only real criticism would be to add more ambient sounds. Great project!

Submitted
It reminded me of a 3D game I have posted on my dashboard that's focused on mines; you should check it out ;)
Developer(+1)

Oh nice, I'll give it go!

Developer(+1)

I'm happy to hear you like the concept! I did unfortunately run out of time to add a proper story, but I do have it in the works. The map is also more of a placeholder until I come up with a better one. My partner for this project made so many great sounds and music I didn't manage to implement, and I do intend to do so once the jam is over. Thank you for playing and giving your honest thoughts! The development of this game will go on!

Submitted(+1)

There's a lot of potential here for a Darkwood-like horror game, but it feels kinda rushed at the moment (which is understandable, since it was made for a jam). If this continues development, I would suggest explaining the mechanics in game (maybe with the old trick of notes left behind by dead people, spooooky), since at the moment you need to read the page to have an idea of what to do. The art and atmosphere are pretty good as they are.

Developer(+1)

Glad you think so! It was heavily inspired by Darkwood, so it's cool you picked up on that. Unfortunately, I had to sacrifice a lot of mechanics and other things for it to be a completable experience. I meant to include small tutorials or quips from the miner, explaining what each thing could be used for and have the story be told through notes, like you suggested, but because of some unfortunate time losses I had to toss the story aside. I'll be giving these things way more attention when I resume working on the game.

Thank you for playing and providing feedback!

Submitted(+1)

You have a great theme, visual style, and sounds. Everything looks very atmospheric and oppressive. This is very commendable. However, I see that you didn't have enough time. Some of the mechanics are very limited (for example, the combat system)

Developer

Thank you for your feedback! You're very right about the lack of time. Perhaps I bit off a bit more than I could chew for my first jam or game in general, and because of that many crucial mechanics had to be scrapped, namely the combat. I'll use this as a learning experience for future jams.

I appreciate you giving it a try!

Submitted(+1)

Visually very striking, but it’s true that the player could use a bit more information. (I wasn’t sure if I had to interact with the generator to recharge the headlamp or if just being near it was enough.) The pickaxe is practically useless here, since you can’t use it to clear a path or damage enemies. But it’s clear that with a bit more development time, this could have had a very different outcome. The project’s foundation is almost complete, and I think it could even work well as a mobile game. You’ve got a lot of potential and a great project for the future. Best of luck! :)

Developer

I appreciate it! I really shouldn't have left the information aspect for last, and it really hurt the overall experience once I ran out of time to add it. Same goes for the pickaxe, with the lack of actual mining or breaking obstacles. I think that if I managed to do those, there would at least be some use for the pickaxe, even if I couldn't get the combat to work. Either that or the other way around. I'm glad you see potential in it though! 

Thank you for taking the time to play it!

Submitted(+1)

The art style is really cool, and you can tell that a lot of thought has gone into it. Unfortunately, the gaming experience isn't really smooth. The game gives very little feedback to the player. I'm still not sure whether I have to press e on the generators or whether the flashlight charges automatically. I think with a little more time and practice, this could be a really great game. Keep it up!

Developer

Thanks! In hind sight, I should have given more attention to the overall narrative and instructions to make the gameplay less confusing. I meant to add more labels for the interaction on some objects like the batteries and generators, but ran into a few issues and found the solution a bit too late. To clear up the confusion, when getting close to the generator end pressing E, the power will immediately get fully restored. I should have added more sound cues for when it's successfully used. 

I appreciate the kind words and feedback! I'll keep it in mind for when I continue working on the game!

Submitted(+1)

The graphics are nice, but I feel like there are some missed opportunities here. I was hoping to get a cool, addictive mining experience with some horror aspects, but what I got was something that I didn't really fully understand. 

We are told to grab a pick axe - but we don't even really use it the majority of the time (and I never really found the opportunity to use it while I was playing). When I ran into the dead miner guys, I thought "oh well this is what the pick axe can be used for", but then it turned out that I couldn't fight off the dead miners and had to resort to running away from them. 

I did not think the light effect worked well as a mechanic - where the miners would be entirely disappear when the light was pulled off from them. The dead miners kept accumulating and it felt a bit unfair because at some point I was overwhelmed by them - and didn't even really know it. During my run, I never got to see what the point of the pick axe was as I ended up giving up which kind of bummed me out.

I'd like to see this idea expanded upon and maybe fleshed out a little better!

Developer

Thank you for your honest review! The game unfortunately ended up becoming a much more simple and unpolished experience due to the lack of time and me still learning the game engine. 

A lot of mechanics had to be scrapped, namely the pickaxe, which currently has no other purpose other than progressing from the starting area. I should've spent way more time figuring out how to make the combat work, or at least removed the pickaxe to not cause confusion, I apologize for that.

As for the light mechanic, it's heavily inspired by the game Darkwood, where enemies are visible only in the light. That being said, I should have given the enemies more sound cues, but I was afraid they would then be too easy to avoid. While they are relatively easy to outrun, it does become a problem if you run into more of them and end up cornering yourself.

Giving the pickaxe actual use and adding combat will be the first thing I do when I start working on the game again. Thanks again for the feedback!

Submitted(+1)

Art and visuals were very well executed with this one

Developer(+1)

I'm glad you think so! I came up with the art style for the game last minute, but it worked out nicely for the theme! 

Submitted(+1)

love the soundworld y'all have created here! i wish that the increase in tension when in combat would've been reflected in the ambiance a bit more, but the foundation y'all have here is solid. congrats on the great work !!

Developer

Agreed! There's so much more I could've done with the ambiance in that regard. I'm still learning the engine, so figuring out how to properly implement sound was a bit tough, but I managed to get the basics down. Thank you for your comment! I'll look into elevating the tension once I start  working on the game again!

Submitted(+1)

Great sound and visual, combat is rather confusing and death is pretty punishing. This feels like something that could've used some more playtesting. Still pretty impressive for a 1 week long game jam, keep it up!

Developer

Thank you very much! The combat sadly had to be scrapped due to lack of time, and I forgot to make the health recover over time, which definitely makes the game harder, as you can only take 2 hits. You're absolutely right about the playtesting too! I'll give it more attention going forward! In any case, thanks a lot for playing and providing your feedback!

Submitted(+1)

That's the biggest lesson I learnt from over a year of doing jams. Playtest is king and helps find the core of the fun of any game. It's time consuming but 1000% worth doing. You have a lot of talent, I look forward to what you come up with next :)

Developer(+1)

100% agreed! This is my first jam, so my process was messy and all over the place, and I ended up focusing on trivial things instead. It's a skill I'll have to learn over time, like you did! I appreciate your kind words! I became invested in the idea of this project, so I'm going to keep working on it! I'm excited for your future games as well!

Submitted(+1)

Love the style, and the sound design with the drips and background cave sounds, kept dying as I couldn't fight back with the pickaxe...Great game, very well done! :)

Developer

Thank you! My partner really brought the game to life with the sound design! And sorry about the pickaxe, it really doesn't have any actual purpose yet. I'll make sure it has many uses in the future! I appreciate you taking the time to play it!

Submitted(+1)

I like the art style but it needs more indicators like the batteries for the flash light i didnt know that that was batteries and i searched a  long time to find the explosive but the game is pretty nice. good job !

Developer(+1)

Thanks! I definitely should have prioritized the actual tutorial or instructions for items and mechanics. Initially I also intended to make a map, but sadly didn't have time for it. Thank you for your feedback though! I will absolutely be adding those things in the future!

(+1)

AMAZING ART STYLE. i got stuck at the part where you have to collect what i assume are batteries. too large, and there are not many indicators

Developer

Thank you for your comment! I'm glad you like the art style! And yeah, that's one of the biggest issues with the current game, as there's no tutorial or directions. I've added information about the goal in the game's description, so people aren't completely lost. Will definitely be fixing that!

i also tried interacting with the generators and nothing really happened

Developer

Yeah, I ran out of time to give them sound cues or visual effects when used. They do work and restore your power, but there's no way to tell unless the light is out of power or turned off, in which case, interacting with it will turn the light back on. Same thing applies to the batteries. I meant to add a visual power meter, but couldn't make it work in time, sadly.

i feel for you