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rairb

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A member registered Dec 28, 2023 · View creator page →

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I used several tracks for my mobile game, Mining Mania. I appreciate the work you’ve done and would like to say it adds a lot of atmosphere.

Hope it is going well.

The REPLY!

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Review

Solid update. Removing the random upgrades for the miners is nice, the prestige is awesome. The auto click upgrade is great. Thank you for implementing the swipe to scroll! (unless it was there all along and I’m crazy!) Keep it up, this is great. Now allow me to yap.

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Potential issues

Prestige menu specific

This probably shouldn’t be -1 image.png

The animation of the spin on tooltips is definitely WAY too much visually… especially on large displays.

Bought upgrades should be distinguishable from buyable upgrades (ie locked = black, buyable = red, bought = green)

An emerald (I think that’s what the currency is right?) display, smaller and below the coin display

Other:

The minion count upgrade is incorrect occasionally (It will say 3 >> 5 then upgrading makes it go 4 >> 6, for example) ₊˚ ✧ ━━━━⊱⋆⊰━━━━ ✧ ₊˚

Suggestions

Dirt, stone, and so on should have a small value imo. Like 1 from dirt, 3 from stone. I think it would increase the engagement and lil dopamine rush from the coins more.

The blocks could also shrink from damage some, kind of like how they do in the click animation at first? This might be annoying to implement, so don’t sweat it if you don’t wanna.

Add some deadzone to the scroll so clicking and moving from ore to ore at the same time isn’t potentially gonna scroll. Something like 50 deadzone. If you’re using a scroll container directly, you can implement it easily. If it’s your own system… let me know, cause I have code for that kind of thing just lying around for some reason :)

Once you prestige once, you should be able to access the menu to view your upgrades whenever you want.

This one’s a big option but with the prestige, I think saving and loading is a worthy investment. ₊˚ ✧ ━━━━⊱⋆⊰━━━━ ✧ ₊˚

(3 edits)

Ah $@#%, Here we go again.

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Suggestions:

1: Refactor auto click upgrade to only be active while holding down click/tap, instead of always, and have a green bar for ‘energy’ that recharges while not auto clicking (Just the first part would be nice)

2: Implement regular autoclicker implementation (This really isn’t needed to be honest…)

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Potential bugs:

Blocks stop the swipe gesture - I’m unsure if this is intended or not, but swiping on blocks does nothing. Swiping on the background does scroll, however.

Some “immortal” blocks - Almost definitely a bug. This guy right here just cannot be broken. It seems like a problem of this pickaxe icon above it.

Some extra info: No minions purchased, OS: Windows, No prestiges yet image.png

I WILL COME BACK WITH A REPLY WITH MORE, THIS IS JUST AFTER A FEW MINUTES. THIS IS COOL SO FAR THO!

Time for some playtesting…

A lot changed in the moments I were gone, wow. It looks like the SFX bar still has the issue of changing volume to a much higher scale than it should and is effecting global volume, but the other two bars are fixed.

Also, your dev-log has the old version of the game. You may want to edit it.

All looks good! Hope to see saving in the next version, and maybe more layers.

For a first incremental, this is lovely.

Best of luck, and cheers. Will check in later.

Seriously though, this game is awesome. And sorry if it’s weird that I poked around the code to find some stuff out (like what was up with the volume). I uh… had nothing better to do.

Part 1: the good/review.

This is really fun. Like, this would be the only game on my phone if I were out and about and wanted to pass the time fun (please make a mobile port one day), or have constantly open in the background like I do cookie clicker. UI is good, gameplay is fun, etc. For a prototype/in development game this is great. Even for just a short game it is. It’s also made in Godot, which is incredibly based. Favorite game engine for sure.

intermission…

Now, with that in mind, let me complain juuuuuuuust a little. Anything I complain about is going to come along with a potential fix because… I’d feel bad about complaining otherwise xD

Part 2: The complaints

AudioSlider is broken because it’s max value is 100 instead of 1. linear_to_db expects a value between 0 and 1 with 0 representing muted and 1 representing full volume. The sliders having a max of 100 means that the max volume is ear piercing audio distorting death

The number units are following the metric system, which is probably fine but personally as someone who plays a lot of incremental games I think an option to switch to abbreviations of the short scale (m for million, b for billion, t for trillion, qd, qn, and so on.)

The miner’s scaling with the upgrade items is… off. I do not have any idea on this one, honestly. I just know that I spammed the upgrade hammer, did a couple loops of the game, and by the time the miners were level like 15 they were doing 10T+ damage in 100+ area

Lastly (this one is gonna be fixed just by having more development time I’m guessing so this one is lighthearted) there’s not enough stufffff I had so much fun clickin away and I got to the end in like 30 minutes

Guess who's back

back again

Yeah! That guy.

I got it on google play and plan on getting super rich on it.

Heya. Bought this for the conviencence and I appreciate it a lot.


Though, I have one suggestion:

A function to check/restore purchases. Right now if someone uses a promo code for a product or buys one out of game somehow, it isn't granting what it would if you got it in game.

Ie $google_play.owns("purchaseID") returns true or false and used for one time purchases

got any updates planned? also ik this is weird but I like your game and we use the same game engine so if you ever want a second coder I'm around lol

back again and its even cooler hell yeah

made it kinda far

this is pretty cool

This reminds me of Soda Dungeon combined with Diablo, very cool. Would love to see an expanded version!