Diner Miner

When player collides with tiles after entering a new weight stage - the player starts no-clipping, i suggest the colliding tiles in that situation to be destroyed, as from the impact.
And regarding what AlexKay said - would be funny if there was a mission control…

2 Likes

Tried to optimize the lighting a bit to hopefully prevent some of the slowdown people have been getting, fixed the collision bug, and updated some sprites.

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Found a very anoying bug. It can be resolved by eating any block but it only works by “chunks” and you have to repeat by chunk.

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I really like this game! If there was one thing I’d like to see added to this, it’d be a character at ‘home base’ that represents the total number of gems you’ve collected and sold, that could grow fatter and fatter beyond what the player character does, to give some more incentive to keep going once you’ve reached max capacity.

4 Likes

This is really cool, and a really good idea for a game. I didn’t run into any bugs while playing, aside from a little sprite jitter while colliding with blocks and maybe a bit of lag farther down. It feels like it lacks something, though. Sense of danger? Sense of discovery? Granted, it’s probably not feasible to add a whole new facet to the game this late in the jam, of course.

Assuming you did, though… Enemies might be a nice touch. Nothing huge, or necessitating the addition of combat. More like slightly-mobile obstacles, perhaps. Slimes that are entombed in air pockets that, if opened to the rest of the mine, will attempt to force-feed themselves to you, fattening you a decent bit more than a piece of dirt in the general vicinity would. Players could either simply plan on “tanking” them, or drop some dynamite around them to vaporize them. If you were feeling especially bold, you might even add a “trap” item to buy from the merchant, allowing the player to capture the slime and turning it into another salable resource.

Regardless, very solid game.

3 Likes

Motherlode but fat themed
Surprisingly fun to play. Another W for Chubberdy. I have high hopes for this game.

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Yet another amazing game from you, I’d say I hope you continue working on this after the gamejam but you already have so many games under your belt. Regardless, its already really good as is!

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Alrighty, I think I’ve squashed most of the major bugs, gonna try to get some more polish on this and add a win condition before Saturday.

5 Likes

Is it wrong that I’ve given the miner a name? In my headcanon she’s a “Millie”. Millie the mole (“Big Mills” to her friends).

I dunno why but I am low-key struck by this game haha. :laughing:

2 Likes

This deserves a massive W for the music choice alone <3

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I don’t think the stomps are properly adjusted by the audio settings- and it’s possible to access the Esc menu while in the shop, letting you save/load by accident.
Also, getting overstuffed while still having weight loss pills probably shouldn’t be a forced game over?

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Seemed to have found a bug, after getting the capacity up upgrade, I managed to then reach the unlocked weight level, but since the bigger body clipped into a rock, I then couldn’t move since the rock isn’t edible.

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Damn, I didn’t think of that. Not sure if I’ll have time to address that since it’s an avoidable bug at least, maybe after the jam.

2 Likes

Alrighty, at the very least I’ve got a working game, I won’t be working on it tomorrow much so hopefully I can use Saturday for final cleanup.

5 Likes

This game is great I love the risk and reward of if you dig deeper you get better gems but it gets harder to get back due to the fact that you may be to big and full to get out.

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Didn’t want to comment on earlier builds so I could get a better idea of what the final product would be, but enjoying it now that its more than just the barebones stuff, I’ve always been a fan of the eating your way out trope (trapped in a room full of candy or ice-cream etc.) and this was a good way to translate that into a game that fits the theme

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Save/Loading next to the WIN_CONDITION shows that the rocks respawn- allowing the player to get locked in a rock against their will.
Also, I feel ‘slow’ isn’t the best foreshadowing for EVENT- perhaps a timer before EVENT occurs, or a slight re-word.
It’d also be nice to know how many dives you have before the next earthquake- walking in, and going back to the shop because you forgot something, only for your progress to be erased- not the best.
Having saves is definitely nice to get around issues.

I was spitting feathers trying to prepare for the Croissant Run: breaching the croissant, saving, and being able to spend all my cash in preparation and walk up to the Croissant on an empty stomach - only to discover that reloading respawns the rocks around the croissant, wasting me a precious dynamite!

The prevalence of so many rocks, even in the brown areas, makes it hella difficult to pull off the Croissant Run. Even with 10 pills and some dynamite, too many rocks just hem you in and it’s curtains if you’re still in the sandy area and three tiles wide.

I thought I would be up with grappling the challenge, but losing a dynamite each time becomes prohibittively expensive in a mine depleted of gems to the point where I don’t think I can complete my run currently, which is annoying to have to then wait for the cave-in reset and start afresh. Groan.

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Having just finally gotten the Croissant out, this is basically what I ran into as well. I ultimately had to build up resources over multiple quakes just so i could burn 3-4 sticks on the way down & still start the trip out with a full 10 pills and 5 dynamite sticks ready once i picked it up. 4 sticks was not enough, i tried. I still broke through the surface one or two bites before I hit 4-wide weight, and i’m pretty sure I got lucky on top of it, so i’d recommend 6 or more.

The bulk of the difficulty as I figure it is the combination of how easy it is to increase sizes in the non-shallow parts of the mine, the brutal rock formations single-handedly killing your run if you hit 3-tile weight in white or even low-depth brown terrain, and having to make the entire trip back as a blind one-shot run.

The rocks are frequently so close together that even a 2-wide miner needs to dynamite through them or gain 40-60% of your total capacity learning that the formation stretches 3-5 entire screens. Compound that with the exponential effect becoming 3-wide has on weight gain (the 3th capacity upgrade may as well not actually increase how deep you can go).

For a fun visual reference, this is how far i was able to go from my last few dynamites on a follow-up failed run before learning how thoroughly I was rockwalled due to having hit 3-wide too early.

Tall picture in here~

Other than the difficulty cliff at the end, the game was quite fun!

1 Like

Aye, I feel your pain. The rocks could stand to be rebalanced, at the very least for the croissant run. I get that there’s a gear check needed as the challenge is in preparing for the event but the luck of a blind run pushes this into savescumming territory for me.