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(+3)

The general feel of the game is great and the art style is very charming.

All the endings are amazing and the .

Quality of Life Suggestions:

- It feels somewhat counter intuitive to move into tiles dig horizontally since it feels like two separate actions and the animation is twice as long has frequently made me assume that I wasn't going to move so  I pressed a new input only to move to a new square and dig in the wrong place.

- Having a "retry day" option would be great  since I found planning routes to be fun but it's quite hard when you have to redo the entire game every attempt. (Though it would make sense if that doesn't align with your vision)

- Having the background area around the player be lit up in yellow would be lovely as it would more clearly highlight which spaces can and can't be moved to (I have on more than one occasion tried to walk through dirt and wasted a dig)

- Probably more my fault but I did not realise the ladder was reusable. Additionally the ladder is slightly clunky since being able to place them infinitely means you might as well let the player just move up whenever so some kind of climbing claws may be more pleasant to use.

Some bugs:

- When I placed a ladder in a big room it went up through the terrain and continued all the way to the surface (I assume it's because the level above me wasn't loaded so the ladder didn't detect it and just went straight through).

- I also managed to dig below the map, you should probably add a barrier there because it is a bit jarring.

(+1)

Amazing, thank you for the detailed feedback! Much appreciated. <3

We've heard from a bunch of people that the dig is a little unintuitive. We considered a dedicated dig button instead of movement based, perhaps that would help with the jarring feeling of digging/moving horizontal. I think we could tighten up the movement in general, the animations sort of give it a lag that doesn't feel great.

Good to know that the route planning was compelling. I think we envisioned that playing out over the course of the multiple days, and the minimap is there to help remind you of where you've gone and think "oh yeah that long tunnel into that big cave, I saw treasure in the ceiling there" and go back with a power-up the next day. Interesting thought about re-playing a day instead though, could be fun!

The way the tile distance shaders and the lighting in the caves works is, honestly, super busted. We tried a bunch of things and just didn't have time to really test all of our ideas and find the best one. I totally agree that the visibility needs a major overhaul. 

The ladder mechanics were finished at the 11th hour and got almost no balancing, it's absolutely the clunkiest part of the game, apart from the distance shaders. Climbing claws or some sort of jump could have accomplished a similar thing, but you know how it is, running out of time in a game jam haha.

Thanks again for playing. :)