Due to feedback and realization I have realized that I've made the game impossible to beat, therefore I have placed some ladders in locations where you would get softlocked, no extra features added.
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
@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
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 :)
@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.
* 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 😆)
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 🙂
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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.)
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 :)
@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.
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.
* 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 😆)
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 🙂