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(+3)

This game was phenomenal. Simple idea, executed perfectly. It really reminded me of Motherload, which I put dozens of hours into as a kid on Miniclip, You all really captured the same vibe: dig down as far as you can, buy upgrades, see if you can get further the next day. Even the ending was a great add, and adds that bit of mystery and accomplishment of how it feels to get really deep that you've unlocked a crazy mystery.

Agreed that tuning is not flawless, but honestly, I loved that for the game jam. I failed a couple times (which is still hilarious and fun) until I cheesed it with ladders and TNT and got to the ending. I think if you all embraced that idea and made a game where buying TNT and Ladders was just the logical next step in progression, added in more layers and story, and fleshed it out more you'd have a fully featured game I'd pay money for.

Also, love the dog addition. It's just the kind of fun you should be adding in a jam. You all rock, great work!

(+1)

thank you so much for the kind words! <3

I think you're right that one path to better tuning could be to just go increasingly crazy with items and depth/exploration and let the TNT/ladder just be powerful for this phase of the game. When we were scaffolding out the structure of the game world we gave ourselves space for x3 the amount we ended up actually using, but all of the mechanics only really game together on the last night, so by the time we sat down to design the world and tweak the items etc. we just didn't have enough time to use all of the space.

We had tons of ideas for what a more fleshed out world could look like, like block types that required certain items to break through so they would sort of gate you above a particular area and force you to explore and collect money with your current tools before proceeding. That was ditched partly for time and partly because the 7 day time limit was kind of at odds with that.

Anyway, thanks again for playing :D