Glad you enjoyed it! The chain is the buggiest part of the game I think, but I coded it day one and then didn't go back to polish it. So that will be something I fix after the jam to be a bit more consistent. I totally agree on the mining sounds and want to change them after the jam.
Guilded Goose Games
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I'm glad you enjoyed it! I actually had installed and opened terrarria and a few other games to decide how to make the mining feel good. We also had a few conversations about making the HUD on the chunkier side to make it easier to play. This was the first mockup I was sent for the HUD 
We went with the final model because I felt this obscured to much vertical space in a game where depending on generation that can be important. I also will probably change the dialog and frontload more of the important stuff. The dialog and overworld was done by me (the dev) in the final 4 hours. We have plans to polish and update this after the jam since we are all fairly happy with the game. There is also a story of sorts here, if you make it deep enough and I'd like to incentivize that a bit more. Unfortunately I was under the impression I had an extra day and ended up pulling an all nighter on the last day of the jam.
I love the art for Gizmo and mining around as him. I did not realize how the physics worked for the black blocks. I assume they have to be attached to either the close wall or the far wall to stay lifted but I was not really sure. I also encountered a few bugs where Gizmo would get caught on blocks and I would have to wiggle back and forth to get out. However, I think the difficulty curve ramped up nicely, and saving after each level makes it feel less punishing when I would make a mistake. I loved the upgrade screen, the UI was very clean and the upgrades felt impactful. Overall a good game!
Hey, I love the game! Very cool idea, and I've enjoyed what I've played! I'd love a web build for the demo. Ran into only a couple of issues in my time with it. 6 real issues I saw, and a few suggestions documented below.
## Bugs
1. When the cultist shot a firebolt at me I got a lag spike. I'm guessing the firebolt is being instantiated when the enemy fires, if that's the case consider using an object pool or make the fireball a part of the cultist. Alternatively it may've been a shader caching thing.
2. As a mage when I was close to a wall the spell doesn't work since since it collides with the wall immediately
3. The enemies sometimes get stuck on obstacles
4. If you drop your health/mana potions in the dungeon you can't pick them back up
5. I couldn't figure out how to use the mana potions, not sure if this is a bug or a UX issue
6. Potions always showed filled unless picked up in inventory
## Suggestions
1. The worm in the desert needs some kind of attack. He never attacked me so we just sat staring at one another while I waited on my mana to recharge
2. Please some kind of dash or dodge, will add a significantly higher skill ceiling
3. Pause the game when the passives menu is open or if that is not something you want then do something similar to the inventory and make it pop out when it's open
4. Give me some kind of hotkeys for my abilities and put them on screen. It was really confusing to figure out right click was cast
5. Something about the mouse control options is confusing for me. Unfortunately, I can't place my finger on it. I think the problem would be solved by changing from the dark grey of what to click to a blue, red, or yellow. Just make it more obvious.
6. Some menu for the identification of items. It happening automatically was a bit jarring
7. Some of the rocks in the desert seemed like they should have smaller hitboxes




