Just Dig

Just Dig

This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
overall: 3.69
fun: 3.37
innovation: 3.17
theme: 4.08
graphics: 4.26
audio: 4.18
humor: 2.00
mood: 3.56
Description

The game is very simple and follows its namesake: JUST DIG. You dig through dirt and even stones to earn coins, find gems, and reach deeper and deeper. Keep upgrading and retrying until you get to B150. A surprise is waiting for you!

Controls

- Arrow Keys, Space, and Ctrl Key. Down + Space to Dig Down.
- Down Key for Shop.
- Upgrade.
- Don't forget, there are bombs.

Caution

- ~~Once in a blue moon the keys don't work on start. Just start again.~~
- ~~I'm sorry but no matter how much I tried the bomb text just WON'T show. Unity TextMeshPro has so many issues. I'm sorry to say it's outside my control. You'll have to remember how many bombs you have for now.~~
- ~~The game is kind of slow in the beginning by design. I reduced the gold costs but it might still feel that way.~~
- ~~For some reason some map pieces keep repeating themselves. I'm not sure if this is just bizarre luck or something but this one's not by design. You'll break out of the loop eventually. (Hey, I should've used this idea last Ludum Dare...)~~
- ~~If you leave or minimize or otherwise alter the window you will uh.... hear interesting harmonies. I use two Audio Sources to make for a seamless loop but unfortunately it doesn't count for latency caused by web oddities.~~
- ~~The game is way too buggier than I thought. Don't go too near the right side of the screen lol. I wasn't going to this dare but I suppose I have to submit a Jam version again for a less buggier experience.~~

This section is now obsolete for the revised Entry version. My programming skill (and relationship with Unity) has improved since then. Virtually all of these issues have been fixed. I'm leaving them in for log history.

Misc

I had no idea this dare would fully equip me with the potential to create a Terraria.

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Log 8/13/2022:
A year and a half after LD48, 48 days before LD51, I've decided to go through all my previous entries to fix all their bugs and make some gameplay changes. In general I'm trying not to make any graphic changes, currently I don't have much time for that. But it may happen.

I've already finished bugfixes for LD48. I've erased the original GitHub repository (back then I didn't know how to use git so it was just a raw zip file) and reuploaded the newer revised one.

As for itch.io html page, I've made another entry instead of replacing the original for transparency/honesty and log history. You can play both the Compo and Entry (Bugfix) versions to see which changes were made and how the bugs were fixed. The original one was nearly unplayable.

It was nice to work on fixing bugs on a final project for once. The Compo took 2 days but the bugfix took 4~5 days. It really shows how much work goes into polishing a product.

Bugfix & Changes:
Below is a list of major bugs I fixed and a summary of changes made.

Bugfix
- Perfected all UI sorting order, screen scaling, and visibility issues
- Fixed tearing lines between tiles
- Fixed camera bug where viewport gets stuck in gets stuck in either side of the map
- Correct all Mole controls and animations, including ceiling death and double jump
- Map generation now works as intended (does not repeat, almost always fits)
- Better optimization, mole no longer bounces off lower limit of camera (FPS fix)
- Fix bgm overlapping when returning out of window focus

Changes
- Increased screen size
- Complete item upgrade cost overhaul (check github)
- Remove a couple of clock spawns in map (too many)
- Added an Ending and renewed ceremony

For a more in-depth list, check the repository history and README.md.

ENJOY!

(Something interesting might happen beyond 150th tile floor.)
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