Very neat idea, I like how neatly the need for upgrades is just implied by the distance, accuracy? fetch and return time? all implicit, something very satisfying about how that balancing interaction emerges.
I'd say the shooting sound gets overwhelming when you max out, and that the concept would do great with time to balance it, but a great product out of a jam, good work!
I managed to beat the game after a few attempts. Missiles are OP because they jump from 0.5 fire rate to 3 and then they can destroy everything if you give them some extra damage :D The claw can be brutal if you miss some stuff in the mid-game but once you dive deep enough there's so much loot that you almost always pull something.
I like how there's a balance between having to upgrade your claw vs your defences. But I dislike the persistent progression system, because if you invest a few points into the money generator then the game's difficulty curve becomes rather easy.
Anyway, I enjoyed my playthroughs. Good fun, great job :D
Really excellent entry! On my first playthrough I managed to not upgrade my distance enough and got blocked from progress (but it felt like a loss condition not a softblock, so nice job). Addictive gameplay and really well executed for such a simple concept. Great job!
Nice entry ! I liked it. The core gameplay is very well polished : upgrades, meta-upgrades, two gameplay phase, that's very cool ! (I just checked, the progress are saved, that's cool if I want to play again :) )
I really enjoyed playing, congratulations for your entry.
It's too easy to softlock yourself by spending too much on things that aren't length, I think. Otherwise, really neat. The graphics and music were really soothing.
I'm so glad I restarted after I got softlocked. I didn't understand I had to upgrade length. I just spent the last hour playing this to completion. Nice entry.
Very fun, simple game. The fact that orb absorb lets you win the game immediately once it's fully upgraded is very silly. I expected it to pull very slowly in order to refresh resources over time once you maxed your upgrades, but it was a surprise when it just started grabbing everything right at the start. Honestly, I would have loved to continue digging deeper, if the game hadn't prevented me from increasing the dig length further.
This game really doesn't need the winning condition, just let people play for as long as they can. I'd like to see how many waves I can hold but my robot just dig up the arrows for me.
Great game that was pretty simple to understand! The mechanics seem to work well. I ran out of resources pretty fast and didn't have anything more to collect at round 3. Not sure if I just didn't optimize my use or what. Otherwise, nice work!
Awesome compo game, it got me hooked for a while aha XD A little bit frustrated it became too easy once the appropriate strategy found after few retries... this is quite addictive ;)
In the end with few gold from the start I go full speed and depth for the hook and updating minimum of gun for first waves until it require some firepower (most powerfull thing to levelup there was probably fire rate) then things speed up , same hook strategy, flamethrower, missile, bimbam boum, then hook so speeded up and deep i can almost reach a lot of gold clicking randomly and things speeds up.... Very good job creating some followup between retries with purple gems, and implementing all the upgrades. So many good ideas... The gameplay and idea of a 2 phases game is great, the wave attacks gives intensity to the mining before it become itself crazy (i thought at very first the hook was slow and it was going to be boring... i was quickly proven wrong!).
Music was nice, UI was nice, gameloop and controls were nice and smart, the only thing i could find that can be a cheap improvment could be adding some "juice" and feedback ie when taking damage, buying or collecting stuff... But it's only decoration, and eye candy is easy and optional with an already existing solid game loop like here, not the contrary :) Well done, it deserves to be in top compos IMO!
Very cool combination of mini games! Loved the swap between above and below ground. However missing the hook felt really punishing, having to watch it go all the way. Maybe there should have been a way to cancel it?
I got stuck as I didn't upgrade the range and had no money to get anything else, but a lovely entry! I love the switch between the two styles of games and the timing aspect of the hook is enjoyable. Nice!
Yo, this was an awesome and addictive game! I found myself discovering the move speed is the true meta, especially after you reach like length level 5. Lots of cool strategy going on, and well designed / balanced game. Great work!
Comments39
I'd say the shooting sound gets overwhelming when you max out, and that the concept would do great with time to balance it, but a great product out of a jam, good work!
I like how there's a balance between having to upgrade your claw vs your defences. But I dislike the persistent progression system, because if you invest a few points into the money generator then the game's difficulty curve becomes rather easy.
Anyway, I enjoyed my playthroughs. Good fun, great job :D
(I just checked, the progress are saved, that's cool if I want to play again :) )
I really enjoyed playing, congratulations for your entry.
Unfortunately for me in level 2 no new gold spawned :( Not sure if I overlooked something, or there was a problem
I'd like to see how many waves I can hold but my robot just dig up the arrows for me.
In the end with few gold from the start I go full speed and depth for the hook and updating minimum of gun for first waves until it require some firepower (most powerfull thing to levelup there was probably fire rate) then things speed up , same hook strategy, flamethrower, missile, bimbam boum, then hook so speeded up and deep i can almost reach a lot of gold clicking randomly and things speeds up....
Very good job creating some followup between retries with purple gems, and implementing all the upgrades. So many good ideas... The gameplay and idea of a 2 phases game is great, the wave attacks gives intensity to the mining before it become itself crazy (i thought at very first the hook was slow and it was going to be boring... i was quickly proven wrong!).
Music was nice, UI was nice, gameloop and controls were nice and smart, the only thing i could find that can be a cheap improvment could be adding some "juice" and feedback ie when taking damage, buying or collecting stuff... But it's only decoration, and eye candy is easy and optional with an already existing solid game loop like here, not the contrary :)
Well done, it deserves to be in top compos IMO!