It could be tricky to implement a zoom feature (to zoom-out the skill tree) due the nature of the UI of the game being very tiny with 8x8 assets. I'll try to find out a solution
starea
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Done! Added a new mine stage, you can access it via prestige in the base camp. You can read more about the new latest patch here https://starea.itch.io/fragminer/devlog/1472593/fragminer-v03-prestige-is-here-n...
Yea the scroll is bugged currently, fixing it soon with a small patch. I like the outline color idea for the upgrades, I'll add that as well.
I've a few ideas regarding progression and ores, such as adding a prestige system. Thanks a lot for the feedback
edit: v0.2 is up! I've added an audio settings panel, various fixed and more, full changelog here https://starea.itch.io/fragminer/devlog/1470600/fragminer-v02-version-audio-sett...
It's very easy to tell what's a mimic and what's a regular treasure chest (and mimics can't move, so you can simply ignore them). This is a rather "classic" roguelike game, with a traditional exploration phase, so both learning and difficulty are rather common and needed in the genre. And the Chieftain was not a bug: as shown in the game, there's a "threat bar" that gets charged by defeating enemies, and when it's full it starts a strong boss fight.
The whole game project is meant to be a roguelike with some difficulty, I tried my best to tag with the correct tags and genres in order to clearly state the game's genre. Some games are supposed to be very simple, like idle/casual games, some others are meant to be harder.
The game is still a prototype, so not fully done, but the main idea behind the game is that everytime you play a match, even if you lose, you gain resources based on the score, and use them in your "Camp" (work in progress) to unlock more stuff that helps, bit by bit, your goblins. That would be the meta progress for this roguelite project.
Also, more perks and new goblins will make the game even easier: right now the skill tree is not complete and there are just a few goblins. I've designed a few that stun and tank the human soldiers, but aren't in the game yet (they help a lot). Sorry if the game is still a bit unfair!
Yea the paladin's attack is a bit off, ideally I should fix its spiral logic. Some asset come my own library (such as the paladin), while some other asset (such as the UI, rats, icons) was made in the last day. Some stuff is a bit whacky but I've drew almost everything in 32x32 so it should feel alright.
Thanks a lot for playing!









