dhim 2025-10-06 00:09
You should opt out of graphics, audio if you have used assets that you haven't created during the compo.
I don't really understand what consume or replenish my pick, nor what is open space/rock
Foon → Ludum Dare Explorer → LD58 → Mineral Sweeper
By gwhyang
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 224 | 3.73 | 34 | |
| Fun | 192 | 3.66 | 32 | |
| Innovation | 156 | 3.66 | 33 | |
| Theme | 151 | 4.08 | 33 | |
| Humor | 654 | 2.14 | 30 | |
| Mood | 369 | 3.58 | 32 |
You should opt out of graphics, audio if you have used assets that you haven't created during the compo.
I don't really understand what consume or replenish my pick, nor what is open space/rock
I have collected a few tricks to make the repos shinier
---
I have created badges that you can use to decorate your README:
``` Ludum Dare Ludum Dare 58 - Compo Ludum Dare 58 - Jam Ludum Dare 58 - Extra ```
Screenshot 2025-10-06 at 08.35.40.png
Consider using these **topics** on your github description to make your Ludum Dare entry more discoverable: - `game` - `game-development` - `ludum-dare` - `ludumdare` - `ludumdare58` - `ludum-dare-58` - `ld58`
You can also use your cover art for the ```Social preview``` image in the repository ```Settings```
**Make your repo public** and I'll add your repository to a list of ld58 compo:
(Also, I am on a quest to have a repo reach 10 stars. If you play my game, consider [leaving a star on my repo](https://github.com/dhmmasson/tilesCollector) as well.)
Cute game, solid gameplay loop, interesting spin on Minesweeper -- except a little confusing on what the different collectables do.
@dhim Thanks for reminding! I changed my repo as your instruction.
seems interesting and i like the idea of taking a twist on minesweeper, but unfortunatly i couldn’t understand the rules :(
promising tho :thumbsup:
Also not really sure what the different things do unfortunately. Otherwise fun.
Took me a while to understand how the game works and I'm still not sure exactly how Action Points work, but it is satisfying and fun to click on rocks.
**"The red mineral doesn't cost digging, but heals action points when picked.** I forgot to notice this rule in my game! Maybe that's why it was so confusing. I knowing that for so long that forget to show it.😭
@starduster @staticrose @nicso
Very cool interpretation of the theme to use a minesweeper type of game! Nicely done!
its giving grindcraft vibes, i really enjoy it!
A fresh take on a classic formula. Overall, it's a solid adaptation with a consistently cohesive theme, though the music and sound effects could use some improvement.
I'm not good at minesweeper, but I see what you were going for here. Interesting spin on collection. I wonder if the danger icon should be a pit in the ground or something. It kinda looks like gold to me
Thanks for trying out our game, and for being the first comment! Also, Kudos for using Godot <3 I love to see more people trying the engine.
This game is a neat take on minesweeper! I like the push your luck mechanic of trying to go deeper, and having to pick to risk it or not.
Nice entry!
Absolutely loving this! It's my favourite in the jam. It took me a couple of minutes to slow down and really absorb the rules of the game, after which it became rather exciting and rewarding to play. If you added a slight pause to losing, so the player can observe the reason they died, it would be just about perfect. That was the main thing keeping me from learning the game initially, as I was just clicking around randomly, and dying with 6 stamina points left. The idea that minerals are both good and bad, in the sense that you have to plan their extraction, is super novel to me and I just love it. Well done!
Edit: I played it for like 2 hours straight. Sadly the pickaxe upgrades don't seem to work past the initial one. I made it to level 24, got all upgrades. After the initial few upgrades it becomes much easier to just dig straight to the next level down, as it usually comes with a bunch of freebies. Maybe hiding the exit until you're kind of close could be the compromise there but I'm not complaining, I had loads of fun. Now I'm wishing there would be more content coming in the future :)
Very meditative — I got totally hooked. I didn’t quite understand how the upgrades work, but the music is great, really relaxing.
@lrdjj @with-an-asterisk @sylviachord @tompendergrass @cameronpenner @poshdan @solvenoff Thanks! I’m planning to make the introduction smoother and add some rougelike elements later. I really appreciate for your playing! These feedback pointed out a clear direction of what to do next.
In love with the atmosphere too! Good job :D.
Was a little confused at first but it made more sense as I played more - took a good few rounds of failing before I got there though! Overall, a fun puzzle with a good atmosphere :)
good concept but did not understand everything ! :sweat_smile:
Well done! I really like the atmosphere
It took me time to understand that i can hit the "1" cell. after that I really really enjoy the game. Kind of addictive! Really nice entry!
I spent some time trying to find the shortest path to reach the next step. It was interesting, but from time to time I was still attracted by the different colored numbers and wanted to dig out the blocks that were about to be eliminated, so I kept getting reset to level 0. The shop feature doesn't seem necessary, after all, I reached level 4 (completely giving up on upgrades) because of this. I'm wondering if this is closer to Minesweeper or Snake.
At first, I was a bit confused, but later I roughly understood that the goal is to reach the exit before running out of steps, and stamina does not increase. Once I understood this, I felt more engaged and immersed. However, while playing, I was a bit puzzled about why my steps didn't decrease one by one; sometimes multiple steps would decrease at once. Overall, though, it was done very well!
I've been thinking about making the process of collecting be a burden for player, and here's a perfect example with the inspiration of mine-sweeper, and mixed with rouge gameplay.
The increased variety of minerals, lack of luck, and a steep difficulty progression, combined with a lack of clarity about what minerals are found on a certain given level, contributed to the game's higher difficulty levels on early stages. However, this problem was alleviated as the player gained more power through upgreades.
The most frustrating moment was when I felt I couldn't go any further and climbed the ladder back, only to discover I didn't have enough to upgrade lmao.
Solid entry, wish to have good scores!