based-on-life 2025-04-08 04:52
Really fun, reminds me of some older python games I used to play that were turn based like this. Love the vibe of the art as well, especially the menus
Foon → Ludum Dare Explorer → LD57 → Excapade
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 379 | 3.63 | 48 | |
| Fun | 273 | 3.62 | 48 | |
| Innovation | 435 | 3.25 | 48 | |
| Theme | 331 | 3.85 | 48 | |
| Graphics | 386 | 3.78 | 49 | |
| Humor | 399 | 2.90 | 44 | |
| Mood | 441 | 3.55 | 47 |
Really fun, reminds me of some older python games I used to play that were turn based like this. Love the vibe of the art as well, especially the menus
A very nice game visually, you can feel the atmosphere. The only thing about the game is that when you hold down the button to dig, a large number of blocks are destroyed at once. Thanks for the game :)
great art and vibe, would have appreciated some control instructions but figured it out. The combat was also pretty clean with the moving bar great work!
Really impressive and fun game! I love the artstyle and overall design - I think the pottergeist is my favorite enemy lol. Super cool idea and honestly executed really well; the battle system reminds me of undertale the way you have to time your defense.
cool idea
I liked the "u died lol" popup :)
Combat was a nice touch too! With some sounds and a moody soundtrack, game would rock! Great work!
Cozy addictive gameplay. Like it.
The game makes a lot of fun. I love the fight mechanic and it feels so good to mine through the level. Just with the third type of enemy it gets reeealy hard to hit in the right moment. But maybe that's a skill issue :(
Nice art. I especially liked the design of the enemies, they added a lot of character to the game and made me curious about the lore.
Breaking the blocks feels nice and hoovering up coins was fun. Getting to upgrade your tool and then speeding through things felt wonderful.
I did wonder: is there any point in engaging the enemies or is it always better to run?
And in one level I couldn't find the shop. Is there always a shop and my dumbass just missed it, or is there sometimes no shop? If the latter, it might be nice to telegraph that to players. I enjoyed finding the shops, it made me explore the level fully rather than blasting towards the exit. Also, the shop felt like a relief (chance to heal and get stronger). It could add some nice tension if I know in advance there's no shop in a level. And it would change my approach to the leve, which you could design for.
There's a lot of potential for adding gameplay depth to this. I enjoyed the proof of concept. Good luck building on it!
I like the progression with getting better and better drills to be able to drill other types of tiles. It was also very clearly shown so I could easily understand why I could drill some tiles but not others. The battle system could have felt better if it was more responsive so I could see better when I take damage from the enemies, and I'm guessing the plan was for the enemies to take different amount of damage from the attacks depending on how close you got to the square in the sequence after which would have been fun, but I saw it took the damage before that. I like how fast you can move around. That made it feel good and responsive. It became a fun challenge trying to find Rumple the salesman in the different levels. Overall, good job! I had fun. ^^
Quite polished game I have to say. Was really fun and the control/movements were so smooth! This game really reminded me of the old bombers game. I loved the UI-design during battle. Really made it visually pleasing to the eye. After upgrading my tools a couple of times and oneshot the enemies, the game play felt a bit empty. Wished there was more to do afterwards if there were more time. It was fun while it lasted though. Great submission!
I was really getting into the zone playing this game! At first I was being cautious to avoid enemies and find the diggable paths to get as much money as I could. After I got some upgrades I was able to go pretty fast through the levels as the enemies could not really catch up. Then I got enough upgrades I could one hit KO all enemies, letting me just blaze through each level getting as much gold as I could! It was so fun clearing as much as I could that I was sad to see I could not dig through the harder looking blocks after getting so many upgrades. I thought it was funny when I could see an enemy out of bounds, presumably as they walked out of the exit tile. I liked how this game let me just dig as fast as I could, and the turn based nature of enemy movement meant I could reasonably plan out where I could go to avoid them. Some more upgrades with impact, enemy behavior, and an end to reach is all I could ask for. Excellent work!
Pretty cool game, well done :)
I really enjoyed the combat and the overall level of polish the game had. I wish it had a soundtrack
Hey, cool vibe! I like the reduced palette, and the mix of exploration and rpg combat. Congrats to the team!
i like the cozy arstyle and bomberman like gameplay
The graphics are great! I like how the bombs adds a unique element to the turn-based gameplay, which gels really well with the mining mechanics. Well done!
Bomberman fused with roguelike adventuring. That's my jam!
Mole should dig! Mole MUST dig! Fun and relaxing game :)
Well done! I like the concept. It felt a little too easy though. It was very easy to avoid enemys and when I encountered them, it wasn't very hard to defeat them. But overall a very nice entry!
Great game, I love turn-based games! The simple and convenient mechanics made it super easy to dive into the gameplay, and that's a huge plus. I really, really wish there were any sound though: that would add a lot more impact to the world and give the whole game a richer atmosphere.
By the way, you can also hold down a key and the game will skip turns at crazy speed. I'm not sure if that's something you want to fix, but I thought I'd report it just in case:)
It's unfortunate that there is no sound, because it would add a lot! It all feels a bit unfinished (especially the dying part haha) but it's definitely playable. It's unfortunate that I have to start over completely after dying, else I might have played some more. I really like the art of the monsters! And though the mole is just standing still he does look cute. So good job! (And good post on you know where)
OK, TIME TO REPLY TO SOME FEEDBACK REAL QUICK!!
**@kseon** and **@voidsrc**
The fast digging is a quirk of the GameMaker HTML5 export. We're planning to keep developing the game after the jam ends, as a standalone thing and not a browser game - so this issue will essentially fix itself!
**@norabacu**
That *is* a skill issue (no shade though)
**@mikemikemakes**
In this build of the game there really isn't much point in engaging in combat, other than to appreciate @clink's enemy designs *(which IMO is a really good reason in and of itself, wink wink)*
In the post-jam build there will be proper rewards for fighting enemies, though!
"u died lol" xd
Really _digging_ (😜) the close ups/portraits and the style overall. Do the enemies move 100% random? Had a couple of unlucky movements haha. The progression is cool and fast (which is good for a jam game). Overall good job! i have to say, next time try to throw in a couple of sounds and animations like fade-ins and fade-outs. It REAAALLY makes the same game feel better! In any case, nice job!
**@voidsrc** and **@sheepolution**
Sound's coming in the full game, too!
(And cheers from you-know-where!)
**@chispalbc**
Wish we had some more time to juice it up, I was *this* close to adding fade-ins and fade-outs. Alas, pizzazz has to wait for the post-jam release..
And yep, in the jam build the enemies all move at random. Honestly, I'm just glad there's 3 types of monsters and not just Pottergeist
"u died, lol" Haha, was that a debug message you forgot to remove? XD Pretty fun game, I like the combat mechanics :)
I was really hoping there’d be a treasure, so I just kept digging, level by level. Or… did I stop right before the diamonds?
Anyway, nice game! That first power upgrade made me wanna dig up every gold tile I saw for the next 3 or 4 levels.
Also, the monsters and the battle screen look really cool.
Cool and fun game! Some sounds/audio would make it even better!
Fun game! Easily kept me hooked with the tool progression. Liked the overall aesthetics and enemy designs as well! Good job :D
**@cherrybcake**
We didn't even implement a death screen, "u died lol" was an attempt to implement *some semblance* of a loss state with like 10 minutes to go lmao
Cool enemy art, liked it! Good job.
Spent an hour, still couldn't get through the game. Very addictive this game, could not tear myself away!
Wow! What an impressive game. It runs well, good art and gameplay and was really impressed with the battle screens. Fun to play. Would have loved audio and more feedback, then this would be perfect.
Nice feeling digging mechanic, cool looking UIs, and a simple but engaging combat system. Well done for including so many systems in a jam game! Again, great job on the shop/combat UIs and graphics, they really stood out to me.
This art style used for UI, shop, enemies is SICK! I love it. Obviously I do not want to undermine (HEHE) the little one! He cute. I liked the combat system, it was well integrated with fast pace of the game. And the enemies - they also cool. I would love to see depth progress there. I actually managed to die, so the chrome popup made me laugh :D Congrats on your entry folks!
Loved the art and everything ran smoothly. got a few digging upgrades and was tearing through the map. The combat was perhaps too punishing for my taste and didn't seem to get me anything, but the battle screen was still attractive. I wish there had been sound, of course, but so goes the jam! I will say, I found the Chrome pop-up looking death message a little rude!