Yeah, they're just really in love with those gems and will walk face first into them. You can direct them to walk past the gem, or put an arrow so they move somewhere else after mining.
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Bug report: it is possible to place a 3x3 grid on a color producer. You can then delete the grid, but that deletes the color too. And connecting a belt on the grid does not work.
Really cool game though, I like the scaling with the grid. I'm just salty that bug made me lose the campaign at level 10/10 :(
Cool concept and execution. Some possible improvements:
1. Show the name of icons (on mouseover) or use icons in the "+5❤ if adjacent to hospital".
2. Does "adjacent" also include diagonals?
3. Most importantly: most buildings only give their result at 01:00, and that is also when the pass/fail is calculated. It would be nice to get an indication before that time how much hearts you will be getting at that moment.
Anyway, fun game!
Cool concept but too frustrating. There is a softlock if you jump down the first shaft without being big, and the hallway afterwards goes on a tad too long. It plays very slow and with low framerate (unity / didn't use delta time correctly / my laptop is too slow?). Mostly though, a single hit point, no checkpoints and slow running makes it just to frustrating to get back to where you were when you die.
Concept is pretty neat and with clean execution, and from what I saw there were already a few different uses of the big/small states.
Art style is clean and minimal.