Also it would be nice if you enable the full screen button, it's an option when you edit the game on itch.
Wired Pixels
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Translations don't seem to work, or take some automatic language config and end up displaying the name of the label. And I can't switch it to english, I don't see the option, So probably non-english speakers get this bug.
Please let me know when it's fixed, the game looks interesting and I want to play it. Thanks!

Nice game. Still a bit buggy, it crashes a lot when someone starts messing with the books (had to replay it again and it crashed again when someone messed with the books). Also as someone else said, the red dot for the upgrades get stuck. Numbers also don't make sense really, someone paying you 3 billion for a book and a bookshelf costing 3 billion... you just have to wait until it gives you enough money to buy upgrades or bookshelves and not really think about the money scale too much.
Still, I'm sure those issues can be fixed, it's a really fun and cozy little game.
Hi! Yes, I've been thinking about adding the possibility of disabling upgrades or downgrading so the player can strategically select if they want to mine resources for money or mine rocks for upgrades or they're just making a run for the cave. I'm adding it to the backlog.
Thanks for playing and for your feedback!!
Really cool game, but the last boss feels unfairly unbalanced, even if you get an amazing deck, just one wrong roll and you lose. If I play like 20 times I'll eventually beat it, but it's so relying on RNG that's not even fun or worth the grind, it's a matter of just getting lucky. Maybe the max for the boss should be 14, or get me an upgrade to get to max 14 (I don't think there is, is there?)
Other than that, great game, I wish it had more balanced content like more paths to explore, more buffs/debuffs, more enemies but with a more balanced math.
Yeah, sorry, it's hard to convey what it does, it's not ONE coffee per day, it's ONCE, like in "you could use that buff once per day", and the buff affects multiple workers. Do you think there could be a better way to phrase it? it's just a caption I could modify it, no problem, I'm open to suggestions if it's more clear for the players. Thanks!
Great level design, all by the book, a lot of people try platformers in game jams and fail spectacularly, but you did a perfect job, no tricky spike, no sneaky enemy or platform. You never tried to trick the player into dying. You gave the player the tools and if they lost it was their own fault. That's how platformers should be. Also nice graphics, I don't know if it's a premade tileset or you made it yourself but well presented, polished, even pitch shifting for the jump sound, it seems you know what you're doing,overall great job!
Hey! Thanks for the shout out to Emerand Rush!
From your list I loved Deep Memory Machine, I wouldn't be surprised if it wins the jam or at least the art category, it would be totally deserved. Also had a lot of fun with Mine to Death. And Lost Fathoms has a lot of potential for a full game release. I've rated 55 games already (exactly half of the submissions) and there are so many good games, or games that have something special. I played your game and all those games you mentioned (except for OUR CUBE because I cant play .exe) and they're all terrific games.
Really hard to choose but if I have to give a few shout outs to some hidden gems:
Bitch Depth great art, world and atmosphere.
HADAL unique gameplay, I wish they had more time to add more content, more events and mechanics but it's a good unique base idea with great polished art.
Nyctophobia I loved the atmosphere, sort of like a FNAF in the depths of earth.
Hidden in the Depths good gameplay loop and polished art.
There's no Bottom unique idea and gameplay, probably the most unique of the jam.
And I'm sure I'm forgetting a lot, sorry about that, as I said, so many good games, genuinely awesome jam! good job everyone!
All good, it's totally normal in jams that you try to implement something and run out of time. Still, I genuinely loved the originality of the idea and the gameplay, it does look like you could expand it and make a full game out of this, you could take the route of the FTL roguelike, repairing the sub, maybe even fight another subs, maybe a map to explore the ocean... pretty cool idea with a lot of potential, well done!
Really? I mean the music is intentionally reduced a few decibels because I didn't want it to be annoying, I wanted it to be a relaxed tune in the background and give more "protagonism" to the mining sounds. I didn't have time to add volume (just on/off to the music and sounds) so I'll add it to the backlog so the player can decide the volume they want to play the game in. I'll try to have it ready for the next update.
Thanks for the feedback, I'm glad you found it addictive, that's the point of these kind of games :-)
Oh wow, how did I miss this one!?
Really fun, fast reaction puzzle platformer. A few notes if I may:
- I wish I wasn't punished so much for dying, maybe a checkpoint each 10 levels would help.
- I wish I could leave a world and go to the next, you made 3 distincts worlds and it seems like the only way to explore them is to reset the game. Unless there's something I'm missing?
Other than that it was exactly what I expect from a game jam game, short, smooth controls, polished art, fun and to the point. Really great job!
It's a good base and i'm so relieved I'm not the only one who noticed it: The economy needs to be reworked. I spent 33 seconds (11 clicks with 1 second cooldown to kill 3 snakes) to get 3 coins to gain 1% of attack. That's really really low.
What's most important is that the gameplay loop IS GOOD, you did a very good job with the game, the enemies, the UI, the small amount of upgrades, it's really suitable for a mobile game and I think it would even be a successful one, but you just need to improve the game's economy.
Check out Clicker Heroes and see how they did it, you get increasingly stronger monsters instead of nerfing the upgrades.
Still, you have a solid base, keep developing it, I'd definitely launch this on mobile, it could be a hit if you add more variety and balance the economy. Good job so far!!!
Yep, it's also a good call to leave it as it is. Sometimes you just need to learn from what people tell you, move on and start fresh with that knowledge in your backpack for your next project.
It does show you are an experienced developer, I didn’t mean to sound condescending. When people tend to say it's their first jam their games tend to be... well... bad. There's no other way to put it. But I didn't check your profile and I didn't assume it was your first jam because it's a really well made game.
I meant it as a compliment, if this is your first jam and you made this game (which is awesome already and you clearly brought to the table everything you know) you clearly will only improve after this. That's what I meant, sorry if it wasn't clear sometimes my english is not the best.
Anyways, good luck on your next projects!
How about sections? Like a descend section (like this one) then it becomes a platform section where you find pieces of the story or even characters that tell you the story, then another descent section and so on? Sorry, I'm just brainstorming! I loved it, it gave me kind of a distant hollow knight vibe with a strange world and it left me curious about what this world is, really cool, good job!
This is your first jam?! oh in that case you did a terrific job, I actually thought you were an experienced dev (at least in jams, you game is super polished, well presented, well thought out) and all gameplay issues I mentioned are a bit nitpicky, it was my opinion, you don't have to change the game for that, if you think some mechanics are what you expected, all good, I'm just sharing what it felt to play it. As I said, most of the game is great, just a few things to tweak here and there, but nothing critical.
Congrats on your first jam, you did an amazing job so far!
It was supposed to be a relaxing experience, there was no need for strategies, but the players themselves started sharing strategies in the comments and competing, and it became a literal “rush” to see who got to the cave first. It was crazy!
But day 18 is good, it means you didn’t rush anything, you explored the upgrades, and you took your time, exactly how I expected it to be played. I’m glad you liked it!





