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A jam submission

The Mining GameView game page

Mine out a randomly generated cave, buy upgrades, and escape the cave.
Submitted by Gpopcorn — 4 hours, 20 minutes before the deadline
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The Mining Game's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#272.8783.375
Visuals#282.8783.375
How much do you enjoy the game overall?#312.6653.125
Overall#362.5372.975
How well does the game fit the themes?#372.5583.000
Audio#381.7062.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
2:49:04

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Comments

Submitted

Footage of me playing the game: https://www.youtube.com/watch?v=Y76AszIxuEU

Seriously though, this was pretty well done. Like an idle game without the idling. Balancing felt pretty good (though lights felt a little expensive). Two minor complaints I have is that holding down the mouse button seemed a bit unnecessary (might just me playing on laptop, though) and that I didn’t ever feel like there were any stakes. Apart from that, a very solid entry!

Submitted(+1)

It's incredible that this three hour game has procedural generation in it! I agree with the other comments, in particular the one about having an upgrade that increases the area you can mine, so I'll just say that I very much enjoyed my time with the game.

almost completed it, but unfortunately came across a crash at the very end, and again about a minute into a new game I tried. I wonder if it has something to do with how quickly I was mining? I was holding down my mouse button and traveling in a straight line. Hope you're able to figure it out!


Developer(+1)

Thanks for the comment! This error was one I was aware of, but I didn't think there was enough time to debug and fix it. It has something to do with the collision, and how it checks if there is a tile in the way. If you wander outside of the generated game area (not very large due to generation times), it looks for a tile that doesn't exist hence giving the IndexError: list index out of range error. Will definitely be fixing this if I continue work on this game!

Submitted(+1)

I agree with cul de grace, a bigger ramp up toward progression would have been nice. I will admit, I did not play through to the finish. A bit of music is always nice too, have a look around on itch. I usually spend about 10 minutes just finding a nice song to add to my games.

Well done on working in the theme, and the terrain generation

Submitted (3 edits) (+1)

Because of how much I enjoyed your entry last week, I had to play yours for this week, too. Props to you for going for a more ambitious project. I think you did a great job distilling Minecraft's sense of discovery, improvement, and achievement into a mini project.

I would have liked to see an exponential curve for upgrades. My whole playthrough I had been looking forward to absolutely destroying a 5x5 grid of blocks with a single click, and having my sight range expanded to like 50-100 blocks wide. (But then again, speed might then become a limiting factor, so maybe the equipment upgrades would need to implicitly upgrade speed). This to me is a more fitting way to reward the player and wouldn't have taken too much more effort; even a single tier at the very end of absolute godlike abilities would've sufficed!

Regardless, procedural terrain generation is no small feat to pull off within the time frame, and I commend you for that. What was your algorithm for ore clusters (maybe a pre-defined set of shapes with a set frequency per ore)? I'm assuming the caves were cellular automata?

Developer(+2)

thank you for your kind words and advice! The generation was just different seeds of perlin noise to create ore clusters and caves, although a cellular automata approach would be interesting.

Submitted(+1)

Ah, I see. I never would have guessed the project's ores and caves had used the same process. Cellular automata for terrain generation was all the rage back in the day when I first got into game dev; nowadays, though, the hot thing seems to be so-called "wave function collapse." Of course, the latter might not be entirely relevant for this situation, I just wanted to mention it while we were on the topic in general. Love this stuff!

Submitted(+1)

I'm going to have to try something like that for one of my game jams soon! I love procedural generation, but it's so hard to implement in a game jam setting, so I was extremely impressed to see that.

Developer(+1)

Not sure how hard it is to implement perlin noise procedural generation in other engines, but Python made it very easy with the perlin_noise library. Definitely a cool feature to implement during a short time constraint!