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starea

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A member registered Sep 06, 2024 · View creator page →

Creator of

Recent community posts

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

That's a good idea, currently it's kinda obscure to understand how big the bomb radius is.

By straight back you mean back to the camp with the skill tree and other options, or back to another mine?  (I'm adding a bonus for clearing a mine when you've bomb left next patch!)

Glad you're enjoying the first prestige! Regarding the "delay" for ending the mine run it's something related to lodestone but also bouncy bombs and a few more things. Should be fixed within the next patch

Sure, I wanted to add more settings and I can easily add a flag for turning off screenshakes. I've made the steam page today, it should be up in a few days!

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...

On it 🫡 Thanks

Thanks! Yep, I'm gonna add a bonus if you cleared the current mine with some bombs left, but also some objects to target that cause various effects. Also working on new levels to have more progression!

Thanks! I'm working on having a bonus for clearing everything without using all the bombs, but also adding objects to throw bombs at to spice up the gameplay as well.

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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...

Adding audio settings today with a small patch!

Thanks! I'm gonna fix the scrolling issues very soon

Going to add audio settings in the next update! I need to fix that issue with guaranteed copper as well, thanks for letting me know.

Thank you so much!

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.

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Not every 2nd chest is a mimic, they are rather rare. And you can easily spot mimics from regular chests: their colors are different (regular chests are light blue, mimics are yellow). 

Lots of helpful feedback from the video, thank you so much! 

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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! 

I'm making the game overall much easier in the next update, especially the early game so players have some time to learn the basics, by reworking the difficulty/scaling system. Also yeah I forgot to update the goblin hut's tooltip x_x Thanks for playing!

Yea I need to redo the balancing since it's clearly off :p Thanks!

You get gold, perk points and goblins with each victory, and buildings give more resources as well. You should be able to get stronger than enemies rather quickly unless you go for the safehouses from the very beginning (they are meant to be hard)

Thank you so much!


This project fuses incremental, autobattler, and roguelike mechanics. 

Command a physics-based goblin horde, build your base, and cast spells to conquer the land. The full Stage 1 campaign is playable for free right now in your browser.

Play here!




Yeah the objective is kind of rushed right now: it's to survive the 500 enemies once you approach the "drift point" (aka teleporter) but that's only because I couldn't make a stage boss in time during the jam. Thanks a lot for the feedback <3

Thanks so much~ 

Ye ahah the 500 enemies is quite too much, I wanted to do 3x stages but I ran out of time and had to close the project before the deadline.

Graphics are cool and I like the parallax a lot, however there's no gameplay almost 

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!

Thanks so much!

Thanks! Ahah yea the balance is a bit whacky at the moment: I playtested a lot but fine tuning balance takes a lot of time.

Nice concept and pretty fun, some visual effects for the hits would really help imo

Nice concept and pretty fun, some visual effects for the hits would really help imo

This was so fun, very enjoyable gameplay.

Amazing use of the limitation imho, and very fun game. The game title art is so good

I dig the art style and the main shader (I believe it's a CRT effect), however it makes reading the small text in the Resource Log a bit hard. Nice game!

Thanks so much! Glad you enjoyed the art style <3

Absolutely! I've thought of a few extra stage variants like a merchant area. UI could get some features like the enemy health bars, and I was thinking of showing the trinkets/treasures as well. 
Thanks for the feedback!

Thanks so much, I reworked around the limitation a couple of times hopefully to achieve a good result with it

Thank you for playing! Ahah I enjoy those rats as well

Oops! You're correct I should fix that behavior within the keybind remapping, thanks