Thank you! Yeah we totally had a "oh dang" moment when we replaced the single placeholder sound effect with multiple per tile type and treasure type. Honestly I think "polish" is like 50% sound design haha.
Thank you for playing. <3
Amazing, thank you for the detailed feedback! Much appreciated. <3
We've heard from a bunch of people that the dig is a little unintuitive. We considered a dedicated dig button instead of movement based, perhaps that would help with the jarring feeling of digging/moving horizontal. I think we could tighten up the movement in general, the animations sort of give it a lag that doesn't feel great.
Good to know that the route planning was compelling. I think we envisioned that playing out over the course of the multiple days, and the minimap is there to help remind you of where you've gone and think "oh yeah that long tunnel into that big cave, I saw treasure in the ceiling there" and go back with a power-up the next day. Interesting thought about re-playing a day instead though, could be fun!
The way the tile distance shaders and the lighting in the caves works is, honestly, super busted. We tried a bunch of things and just didn't have time to really test all of our ideas and find the best one. I totally agree that the visibility needs a major overhaul.
The ladder mechanics were finished at the 11th hour and got almost no balancing, it's absolutely the clunkiest part of the game, apart from the distance shaders. Climbing claws or some sort of jump could have accomplished a similar thing, but you know how it is, running out of time in a game jam haha.
Thanks again for playing. :)
Thanks for playing! I'm glad the decision making tension came through, I expected a lot of players to just kinda bomb through things hehe.
We've heard the feedback about accidental digging a couple of times so it sounds like it's pretty annoying. We originally designed a few other possible ways of triggering digs (pressing spacebar, or double tapping the block) that might have worked better.
Thank youuuuu! :D Such kind words. I'm glad the cozy vibe came through, in the first design we had a timer but we all felt it was too much stress and settled on the number of digs being your countdown instead. Getting to take your time and look around felt WAY better.
And yessss that's exactly what I was hoping for re: remembering you saw something interesting, buying power-ups that night, and going back to it the next morning to explore. :)
Thank youuu! The sound effects really did wonders for the polished feel. We had a place holder sound for most of development, so when we finally replaced it with individual sounds per block and per treasure type we all were like "...whoa, that makes a HUGE difference!" Lesson learned for me is don't ever skimp on sound design! haha
Thank you! :D
There's a power-up in the shop called the Thrilling Ladder. It's a little buggy and not well balanced since it went in last minute, but it lets you build upward so you can return to areas you've missed. The level design tries to encourage some "oo I see something interesting above me, maybe I should buy a ladder for tomorrow", but with the limited time we didn't really do a great job communicating that to the player.
Thanks for playing. :)
I've noticed a couple of people have missed the ATM buttons next to the shop. You need to pay off your debt manually by clicking those buttons. My apologies, I think we could have made that a little more clear!
The accidental block breaking is another thing we could improve with a dedicated dig button, or maybe to break a block you have to move into it twice... hmmm.