Foon → Ludum Dare Explorer → Users → vegasword
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 57 | Depths | Minersweeper | jam | 779 | 2.95 | 2.80 | 3.00 | 3.58 | 2.46 | 2.59 |
69 is art
The game idea is cool although I found a physics a bit broken sometimes (as pointed out previously by somes). Like one time I did fall hard but didn't died somehow lmao (I know I'm a bug magnet).
This game design is a bit fragile imo because I can just focused on one column and don't care about the rest.
So bad there's no audio because it's very immersive. I got soft locked by a physics bug tho (stuck inside wall).
FUCK YOU UNCLE I WANT MY MILLION BACK
Almost got 1337 meters :D
Is it normal that my head is banging so hard on those rocks ? Very nice digging game !
I'm not a good manager but still I provide for the Queen!
Very intense gameplay for a 2D game that kind. Nice job with your handmade game engine!
Very nice usage of depth of field. I really do like the "Where is Charlie" reference.
The idea is nice but the level design a little bit too unfair. It was hard for me to memorize the layering because of the 2D nature of this game I guess.
It's pretty fun we got the same idea with différents executions. Your game is very fun and I love the PICO-8 touch!
I hated it but it feels smooth and gud! The level design is goatesque.
Great escape room! Unlike others that focus on overly complex puzzles, you nailed the atmosphere and puzzle cohesion. Well done!
@xpoho @kaliuresis @ollulf I promise I will implement that feature soon and maybe also display the numbers too :D
@mascoll Actually I plan to add a ladder item you could buy at a shop. I'm also thinking to implement a radar to show up the minesweeper numbers at a certain range but with limited usage.
@jacky-san oh shit I forgot this god damn dll not included on some clean Windows installations. So yes it's needed to run the game because I use raylib and it does some calls to it. I did upload another zip with the fix (since I can't replace the main one). Thank you very much for this feedback. Fuck Microsoft redistribuable bullcrap... Can you play it now ?
@locke8 It's part of the core design, but I'll make it softer soon with some buyable items mentioned some comments above.
@beebster-games I'm glad you enjoyed it! For this project, I used C and Raylib, and the entire codebase is under 500 lines of code, all contained in a single main.c file. I plan to keep it as is for now, as it serves as a great testing ground for my new design ideas. However, when it comes to shipping a final product, I intend to develop it fully from scratch.
@jeandevsito There's no bottom, it's an endless mine :smile:
@kaliuresis @xpoho @mascoll @christian-zommerfelds @thereddevil
I have updated my game (not on this page, as it would violate the rating rules).
I've added flagging and minesweeper numbers, but only within dug blocks.
I've also adjusted the beeper to more accurately indicate the number of nearby mines.
I'm not confident about implementing a way to climb up, as I believe it might make the game too easy and less challenging. Additionally, it would require storing previous chunks and compressing them in memory or on disk, which is a significant amount of work.
Let me know if you would like to play the final version on itch.io after the rating phase or if you have any other design ideas in mind.
Also, would you be interested in purchasing this game if it had improved graphics and incremental difficulty leading to an endgame? As a pragmatic person, I find it hard to determine if a functional project is worth polishing...
update.png mines.png
@xpoho I've seen but never played Dome Keeper. I think I'll give it a try to find some inspiration (or not). Thank you for your honest feedback!
@wolfier I see your point and you're probably right. I'm going to test it to see if it's more fun.
A bit repetitive but cool game. I really liked the level art. The rope simulation feels a bit randomly choppy and leads sometimes to unexpected behavior, but I guess the physics engine of Unreal is what it is.
I loved the art. It's satisfying to see this Brutalist city develop. The controls are a little inconsistent (for example, moving the camera using WASD while selecting the building to place in the UI, or opening the drill menu by mistake while placing a building behind it). Nor is the game very challenging.
@alvaroromeral Yup, I think random events and tile modifiers are great ideas to explore!
Artwork looks nice but the storyline isn't very engaging, and the combat even less so imo.
I think the hunger mechanics in your game might be reducing the fun imo. Since hunger increases over time and while mining for rare ores, it's hard to master the game strategically. In my own submission, I made a similar mistake where procedural generation overshadowed the main mechanic's strategic intent. I suggest removing the timer and letting players focus on balancing hunger and the distance to ores. To end on a more positive note, congrats on bringing your game to life through your own engine!
Sometimes, it just doesn't work.
A very cool and innovative game. Maybe you could increase the bat speed a little bit because it's pretty hard to dodge imo.
Not gonna lie, if the purpose of the game was to convey a message about depression or alcoholism, there are countless better ways you could have done it. I don't know if you've gone through something terrible to create this, and I'm truly sorry if that's the case, but next time, maybe try to include some context or environmental narrative in your game.
Juicy !