Skill tree readability is kinda hard. A fade would be better, but maybe changing the colour of the markers themselves to be more backgroundish or transparent and just play with the frame? And a green frame on available upgrades, since yellow is on prestiege upgrades, though i think those should be "unavailable"/"disabled" color like the maxed out upgrades.
Prestiege is the name of the mechanic, sure, but i'd name it something more lore-friendly, like development points or something. Its mostly associated with "this character is retirering, but the next generation will have an easier time starting over" but in this game i believe its implied that were're keeping some stuff and moving to a deeper level of the mine where we need to "develop" it again from scratch.
Prestieging felt a little weird, because it sorta just became fun and the money is good, and now i need to start over WITH HARDER BLOCKS, going from from grind to fun gameplay to even bigger grind, so it feels like a random invisible wall that was placed to stretch the gameplay. Tying it into the lore of the game would be a little more pleasant. The second upgrades saying "we need a material from a deeper layer of the mine" would make it a little more palatable. That might interfere weirdly that we go to sulfur mine but we already had sulfur blocks, so maybe just hint that "the sulfur is more pure here". The mood of the game matters a lot and right now its not super emmersive with the repeated unskippable animations. Even the magnet does not really save time, it still waits for the bomb count to deplete before activating, so you're better of just flicking the mouse over the loot rather than wait for the magnet. Personally collecting the loot was a little bit tedious, since its only followed by the mine entering animation.
I think multiple expeditions can be an upgrade. A cheap one but you need to find it and unlock it neverthe less. I didn't even notice the the multiple expeditions till i was searching for the prestiege. It should also skip the animation and make it a tiny bit faster, and also maybe consequent mines should give a little multi for the trouble. I'd also maybe prefer for the bomb amount to not reset on multirun, maybe making a price for every run in multirun, making it more difficult, but rewarding the player for knowing how far they can go with their gearset. (Example i pick 5 multirun, 8 bombs. My 3 level goes bad, so i have to spend more bombs on lvl 4, leaving me with two regular bombs for lvl 5, which i payed a flat 200 per multi to run, it was enough to break a few dirt blocks with the raised damage, but they are X3 priced on lvl 5, so i broke even with this, and considering i finished lvl 4 with X2,2 this was a great run, but maybe i'll run multi4 next time untill i can consistently clear lvl4)
Bomb range kinda weird. I throw it at a 2x2 corner and the damage isn't consistent and its not communicated well what went wrong. Its especally annoying when you throw three bombs in the middle of 3x1 and you don't damage the edges. The reticule seems to represent the explosion size, but its annoyingly inconsistent. I'd rather have it smaller but true, or at least add a dot of "assured destruction" and an outer radius to show if its some sort of decreasing chance so i wouldn't be confused-mad but just mad.
Over all. Lots of potential, but quality of life features would go a long way here. Graphics are beautiful, 10/10, Gameplay is 7/10, skilltree needs visual overhaul and a button to go to the mines straight from it.



