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I really love the concept and the aesthetics you got on this one. Everything feels super polished! 

I think there is either a bug or an odd design decision I don't get in the mining. I don't really understand the point of making the player wait in real time for the mining to finish. You also penalize the player for being impatient in that if they press the button to move again while mining it eats a turn and gives no benefit. Especially confusing is that initiating the initial hit on a stone doesn't take a turn at all so you can mine one block into a wall, step in the crevice for one turn, and mine all 3 adjacent blocks for 0 turns. As far as I can tell there isn't anything else in the game that is real time, so it was very frustrating to have to wait for the mining portion. 

My only other nitpick is with the terminal. It would be really nice to have the players commands be a different color than the rest of the messages to help break up the wall of text and make it more readable. Both of these things are suuuper easy to tweak so I will be rating as if they were implemented or there was a setting to enable them.

The rest of the game is super neat! The combination of traditional roguelike and tower defense I haven't seen done much before, and has a lot of meat to it. The amount you managed to get done in just a week is astonishing. Definitely up there for one of the most interesting games of the jam! Have fun out there!

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Thanks mate, this is excellent and thorough feedback! This is the real value of the jam for me.

I suspect you are correct with the mining delay; given the challenge of the game is not time-based but turn based, the mining delay kills the flow. I think it was leaning a little on resource collection games that try to add a little bit of tactility and realism to mining, and a quasi-incremental thing, but to do that well here you'd need automation or real-time play. There was also an intent to research 'picks' to make mining faster as the game progresses as a pacing thing. That is definitely the risk with trying to stuff several different genres and playstyles into one. 

Nailed the observation with the visual noise in the terminal! One of those tiny QOL things I just didnt get to. 

As you say, both are easy to patch down to a quicker pace and more visually appealing approach in an 0.3. Feedback like this is a great motivator to continue with a postjam release.