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This was really good! When I was told that the mines "reset each night", I thought it would be a roguelike like Spelunky, using my abilities in a randomly generated cave each run. I was slightly disappointed when I realized it was a linear series of steps; my main criticism is that sometimes the next step is too obvious and straightforward ("get these exact ores and buy the upgrade that lets you pass this exact obstacle to continue"), but there were some moments that made the mechanics into an interesting puzzle, like (spoilers) digging out the ceiling to make room to dash over the tall ledge just down-right of the starting area. So, my main feedback would be to have fewer obvious solutions and more puzzle-y moments. I also liked how the ending was a sort of gauntlet where you had to use every upgrade you'd gotten.

I had the same feeling, about reseting! But the gameplay was super fun still, so no problem

I do think a randomized world would be pretty fun, especially if you can unlock different abilities to help you get to different places in each run for some meta progression. But I think the procedural generation would've broken me for a 4 day jam ;)

I think one of the reasons the puzzles came out to be simple was having to make sure the player wasn't able to buy anything that would've gotten them stuck, and thus led to making it a get item -> solve -> get item loop. And in turn, I think this made the puzzles rather easy.

Although, I would definitely rather have people complain that the puzzles are too easy, and be able to experience the entire game, over not being able to. I was worried about making anything too difficult due to the non standard game format.

Thank you for the detailed feedback :)