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(+1)

I played this for quite a while, and I think there's a really great game here with just a couple of bits holding it back. 

The first thing I want to note is that I think there's a small bug with the mining controls. As I understand it I can click or use S, however I noticed that if I hold S and spam click the drill, it goes about twice as fast. I'm not sure if this is a bug, or intended to reward those giving themselves carpal tunnel.

I love upgrade games, so I really enjoyed this aspect of the game. The upgrades are varied and interesting, much much better than just 'number goes up' type things. Because the shop opens immediately as the inventory gets full, I did often accidentality buy upgrades as I was clicking at the same time it popped up. I think I would also love a UI icon to show how much ore I have stockpiled, not just the haul from the current run. I didn't realise there was a stockpile for longer than I'm prepared to admit haha.

The art and sound is nice, nothing stood out to me there and everything integrates nicely which is great, so I have very little to say here.

I didn't actually suss out the prospectors until I saw the GIF in the description, so a little more tutorialisation might be nice, however the penny did drop eventually.

Overall I really quite enjoyed it once I started to understand all the mechanics. There is just a little learning gap at the start where it's not completely obvious how to progress, and some small UI blockers. Aside from these small points, I did have fun. Thank you!

(+1)

Thank you.

I aim to please, so any indication you enjoyed it makes it all worthwhile.

I hated clickers for ages. I would have been much less polite about it. It’s nuts right. This was the first game I set out to make “incremental” so I apologise if I got that bit wrong. I thought their popularity was in automating the repetitive (or clicky) bits.

That said, I did discover what you questioned might be a bug, late in the day, as I had to test faster, so I just went with it. Holding the key is supposed to be marginally slower than frantic clicking, if only to give it room to be upgradeable to the level of manually clicking.

Tutorials are always a problem, every game (except clones of popular games) has that initial hurdle to grab the player in. I simply had too many irons in the fire to lock in on this earlier. I worried about it here, and thought adding animated gifs after publishing would work. I see tons of gifs on other games, though probably more demo’ing art than as tutorials.

The problem with tutorials in code is they follow the code, and can hold it back or refer to older variants. I think I was silent on prospectors. They weren’t base kit for a long time. I knew where everything was and had no playtesters. Concessions were made here. I also think the rock and ore tiles could be finer resolution than the boring machine. Writing up my TODO list earlier, this felt too much work if the game never sees players after the jam.

I read somewhere only incrementals get indexed by itch. Hence game.

Thanks for the review.