thevideogamester 2019-10-06 23:58
Love the graphic choice
Foon → Ludum Dare Explorer → LD45 → Gem Miner
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 167 | 3.59 | 24 | |
| Fun | 166 | 3.43 | 24 | |
| Innovation | 333 | 3.00 | 24 | |
| Theme | 467 | 2.56 | 24 | |
| Graphics | 32 | 4.18 | 24 | |
| Humor | 315 | 2.23 | 23 | |
| Mood | 242 | 3.16 | 23 |
Love the graphic choice
Love the graphics, fun gameplay and unique aesthetic! By the way, the source code link is not set to public.
r3eally like this tyle of graphics mate
I loved this game! The sprites have so much character to their animations, and I just like digging games like this in general.
It was when I finished digging straight down that I read the text "and return" and realised I had f*cked up. Jokes aside, I really liked this game. It had a strangely calming atmosphere to it, and the animations were really good.
@plazmaz Crap! Thanks a lot for the heads up, it should be working now.
One of the better games I've played so far in the jam, even with the lack of audio. Excellent graphics style, though I wasn't a huge fan of the darkness effect in terms of game-readability even if it did look pretty neat.
However, I have to question how it fits the theme. There is an element of collecting upgrades and the gems, but I don't see that being aligned much to the theme.
"Return" should have a larger hit area. I apparently wasn't hitting the 3rd level's hitbox until I jumped. I also found the swinging to be weirdly slow, especially with how much hang time it gives if you do a swing while mid-jump.
Pressing "n" apparently goes to the next level and doing so in the end room crashes the game.
@notgreat Thanks for the feedback, and pointing out the bugs, and the dev shortcut I apparently forgot to remove. (oops.)
I'll be sure to consider all of this if I decide to work on a post-jam version.
Concerning the theme, no, it does not fit well at all. I had originally intended for collectibles to be a much larger part of the game, but in the end I decided to prioritize other aspects, since the game had developed an identity that I liked more than that which I had originally planned.
I'm in awe how polished your game is and how you've managed to add so much visual variety. I really dig (ha!) the dark level - so old-school, so cool.
One of the coolest games I've played so far and, probably, in the future.
Great game, Jasper!
Great job, I love the "Downwell" graphic asthetics, the game would hugely benefit from some basic audio and sound effects. Well done!, nice submission.
The graphical effects are the highlight of this game. I do like the mining aspect and how its possible to build staircases for the trip back up. The light effect is really well done as well. I would have liked to see more mechanics introduced besides bricks taking more hits to dig. Very nice game, solid base to build off from.
Those graphics really remind me of downwell :o
Everyone else has already said it, but fantastic retro aesthetic.
Neat game and very polished! Graphics remind me a long of Downwell. By the time I realized what the lava was doing it was too late ha ha.
For those wondering, F11 makes the game windowed though it's super small.
The graphics are really good in that retro aesthetic way. I liked this entry, though having a lava death trap suddenly in level four was an extremely mean thing to do... especially without a continue of some kind.
I think also the mechanics of digging could have been expanded to allow for diagonal digging or at least make it so I didn't have to be extremely close just to get at a block. The water also made movement pretty difficult, despite the jump advantage.
All in all, I liked it, though. The art style really sells it and makes it feel polished.
@davidsheadgames Level 4 is the last level, the penalty for getting burned is just losing your points in that one level. You didn't miss anything, but it probably could have been clearer that you didn't get a game over.
Sorry 'bout that!
As for the water, I think the only reason that there are infamous water levels in so many games is because the purpose of water in most games is to take the player out of their comfort zone, which inherently makes them uncomfortable. So yea, movement is difficult, and it's also not Mario, so there's nothing to appreciate on a critical level. (The way that it takes away the traditional jump in Mario, the jump being Mario's main mechanic, is, in my opinion, a bit genius.) But I figured it added some fun, harmless game play variety, so I put it there anyways. Hopefully it wasn't too painful for you, and hopefully reading my excuse wasn't painful either.
Thanks for bringing all this to my attention.
Love the artwork. Reminds me a lot of a gameboy game. Felt very good to control overall.
Very nice pixel art. I liked the water level! :smile_cat:
Definately loved the art! Best retro styled game I've seen so far in the jam. Only complaint would be maybe making the jump swing a little easier to pull off on the keyboard but honestly all that took was practice! Really fun and enjoyable with a charming artstyle! Love it!
Very nice! I don't have much to add that hasn't been said already, but I particularly liked the detail in the cool lighting effect on the dark level, and the general art style gave me kind of a weird combination of a Metroid II and Dwarf Fortress vibe (in a really good way). If you keep working on this, I think adding sound and a little screenshake would go a long way towards making it more immediately fun. And either adding a layer of danger (maybe enemies/traps? or simply making the timer count in the other direction?) or a layer of exploration (hidden rare items, branching levels?) could make it more interesting for longer. Wouldn't have expected any of that done in addition to what you have in 48 hours though, you did a great job managing the scope of this thing (which I definitely did not do, ha)!