Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+2)

I always appreciate a good Dig Dug-like. This is a really polished submission that shows a lot of potential, especially with how you used the different dig shapes/patterns as power-ups and tied the fuel consumption to the countdown theme.

I do think the balancing could use a bit of work. With all these power-ups, a larger, infinite generated level would fit the gameplay perfectly. Adding more hazards would also give the special movement mechanics more purpose like things you could avoid with less fuel usage than digging normally, this way you gotta actively count ahead and know for certain where you land. For instance, a worm entity attacking vertically from below would force players to use the side-step, or a horizontal worm could give us a real reason to use the dash. Right now, there isn't much need to use those moves aside from the coolness factor.

Also, despite my previous suggestion of forcing the player to actively count ahead tiles, a nice quality-of-life feature would still be highlighting the projected path when hovering over the special moves so you know exactly where you'll end up.

Nonetheless, despite the extra polish and work that game design loop would need, this submission still shows your vision, and those are all things that can easily be added post-jam. Great work!