henriquecanella 2021-04-26 13:06
Once I went down in the mines I couldn't find any way up, all jumps that I tried got me stuck =c. But anyways really liked the idea and the graphics. Well done =D
Foon → Ludum Dare Explorer → LD48 → Deep Mine Ventures
By patrickrmc
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 572 | 3.27 | 20 | |
| Fun | 513 | 3.23 | 21 | |
| Innovation | 728 | 2.71 | 21 | |
| Theme | 462 | 3.55 | 22 | |
| Graphics | 376 | 3.55 | 22 | |
| Audio | 450 | 3.12 | 22 | |
| Humor | 516 | 2.25 | 18 | |
| Mood | 585 | 3.02 | 22 |
Once I went down in the mines I couldn't find any way up, all jumps that I tried got me stuck =c. But anyways really liked the idea and the graphics. Well done =D
I like the concept but I couldn't manage to get back up to store with my loot :'(
@henriquecanella @ghost-wave Thank you for telling me about this, it seems like I forgot to place ladders in those places, making the game unbeatable. I have made a post jam fix about this, thank you for playing and helping :D
I like the game's style and progression, spike placement felt a little frustrating at times. Good work overall!
Nice game! A progression system that works well, and engaging platforming. An idea would perhaps be to add some slow-moving enemies that wander around the place. Well done!
Nice work! I like the art style and the dynamic lighting was neat, though it felt a little slow at times mining blocks repeatedly. If you were to expand this in the future you might want to consider adding a way to earn back health, and I feel like there's potential to use ore tiles of increasing quality to block access to areas of the map until you have the right pickaxe.
I overall liked it. The visuals and the music is pretty good and it fits the game idea. The gameplay was okay and it was fun to play, but I wish there was a bit more that not made it 2d Minecraft. But anyway a good compo game.
Even in the fixed version I managed to get soft lock, the jump was contently a few pixel too low to reach a way to go back to the dirt layer. Other than that, nice work. I like the graphics and audio.
Congratulations on the game, the arts were beautiful, I really liked it, I saw you in other games on itch, congratulations, the lack of the ladder really disturbs it because it is a necessary part of the mechanics of the game, future polishing will solve it, but you already have it in hand a great job, if you can give feedback on my game I will be grateful, I hope to see this project evolve and see these evolutions, a big hug.
Really nice submission! Quite a decent amount of content given the time available in the compo. A minor thing I would have changed would have been to add a ladder to the right side next to the shop to be able to get down there.
Also, an arrow showing where the shop is would have been lovely.
Lastly, a bit of "coyote time" would have been nice when jumping, definitely caused me to fall a few times.
But overall, great piece of work! I feel there is great potential in the game, and potential to add many more things (maybe a grappling hook, some enemies, dynamite, etc.)
Spelunky Minecraft! Nice game -- I like the style, and the little touches like the light beam from the player, and the movement of the blocks when you hit them are really nice touches :)
@togis Sad to hear that, I will note to myself to playtest my future entries to make sure nothing like that happens later on! Thanks for playing!
@leekanarchism Thank you for playing!
@goldone Thank you for playing, I agree with the coyote time, the ladders were a bit rushed sadly and not fully optimised to the level.
@etrealjunior Thanks! I think I overlooked how important the ladders really were, as they were implemented on the last day and I did very little testing and playing around with ladder positions.
i enjoyed playing and i think the idea of a terraria style game with a fixed level layout is completly under-utilized in gamedev. playing this made me realise that there is potential in a consciously level designed mining platformer type game. however, i did not enjoy having to restart after collecting 30 rubys and dying on my way to the shop, in fact i gave up after the 3rd time it happened.
theres definitely some polish needed (platformers are up to an insane standard nowadays) but with the overall design, with short levels/mines, i think i could have fun optimizing and trying to do some speedruns.
I like the look at the idea of collecting stuff to upgrade your items to collect more stuff is always fun. The controls would use a little tightening up, but nothing major. Maybe making some blocks drop more items than others would be fun to change things up a bit.
Not bad, but has a few rough edges:
* Some instructions would be nice. Took me ages to find out how to make the shop work. * I am personally a hatter of this mixed keyboard-mouse controls. It makes me feel that I need three hands to properly play the game. I think it would be much better to use the pick with a key instead of with the mouse. (Also, you can allow both the mouse and a key if you wish, so you can make everyone happy. Same for arrow keys versus WASD.) * Controls were a bit clunky sometimes. At one point, my character was jumping over and over again even without input. After I pressed keys randomly and frantically for for some time it worked again. * I think it took too many hits to mine stuff, it felt too laborious to me. I would liked better if, say, my golden pick would break ruby stones faster.
Other than that, it's a nice game. Feels rather complete for a compo entry, actually.
Played till the end, BTW! (Recognized my favorite game engine by the default, blurry font on the "congratulations" screen :laughing:)
Great entry! I especially love the game concept and the graphics. There's a lot to do, the gameplay loop is deep and complete, which is very impressive for a compo game.
Are you looking to work on it post-jam? If so, I'd recommend allowing the player to jump using the "W" key, in my opinion it works best for this kind of control system (mouse + keyboard for platform movement). Well done :slight_smile: