Dwarven Dig has a fun central fantasy. Digging through the hill, placing ladders, selling ore, and chasing better pickaxes reminds me a lot of classic Motherload-style mining games, and the mountain pixel backdrop gives the page a nice mood. Thorbjorn’s goal of earning 8,000 for the train home is a simple hook that works.
What I enjoyed most was the dig-and-return loop itself. Once you start carving shafts and deciding what to sell, the game becomes easy to keep poking at. The shop idea is also good in concept: ladders plus tiered pickaxes give the build a clear progression target.
A few concrete suggestions from my playthrough:
- Let Esc (or clicking outside) close the shop; relying only on E is easy to forget.
- Add a “sell all” option — selling resources one by one slows the loop down.
- Make pickaxe upgrades obviously different (mining speed, multi-tile dig, harder rock tiers, etc.). Right now everything feels one-hit, so upgrades are hard to evaluate.
- Add an escape/return option if the player digs too deep without ladders — getting soft-locked under the surface is frustrating.
- Sound and music would help a lot; the current silence makes the mine feel unfinished.
- Slightly clearer UI fonts/tooltips would help new players understand prices and material requirements faster.
Overall, this is a charming mining prototype with a strong genre feel. With clearer upgrade feedback, safer recovery from deep digs, and audio, it could become a really satisfying little digger. Great work to DanyErm, Duke Blimpton, and DANYMA!