Avaricium Mines by Xeke-Death

[raw]
made by Xeke-Death for LD 40 (COMPO)

Potential Volume Warning It might be loud. Human! Grab a drill and get me some Avaricium! That's the glowing blue rock! Bring it here and I'll give you cash! Cash you can spend on upgrades! 400 upgrades! And more! They help you get more Avaricium! For more cash! For more upgrades! It may kill you though, but don't worry about that. Cash for upgrades!

Used WASD to dig your way to the Avaricium - a radioactive rock that increases greed in me, I died lots testing. Take the Avaricium to the surface to automatically sell it and heal up. You lose 1hp per rock you are carrying each time you move. The more you have, the faster you die. You can buy upgrades to help with digging, surviving, healing, and selling.

There is no victory condition, you just have to keep digging out that glowing rock to get as much cash for upgrades as you can! (I didn't have the time to implement the last couple features, so endless digger it is!)!

Ratings

Given 8🗳️ 3🗨️

Feedback

JCMonkey
05. Dec 2017 · 07:39 UTC
this is a pretty cool game. it was hard at first learning how to manage your health going down into the system. the sound effects were great. nice job!!
valkyrie
05. Dec 2017 · 08:01 UTC
The voiceovers are really great. I think the game is a bit too hard; it takes too long to buy the upgrades and it's easy to accidentally die.
Jimbly
06. Dec 2017 · 03:16 UTC
Controls could really use key-repeat or something, my arm is sore from all of the tapping S and W.

The progress/balance seems way off, I was able to afford just a couple upgrades, and then it was a the point where the next ore was so far down that I could only survive carrying 3 ore up, which got mindnumbingly boring quickly.

I really like the take on the theme, it works really well, it was fun balancing the risk and reward of grabbing just a little more ore, until the point where it became very clear how many I could carry ^_^.
mgsx
09. Dec 2017 · 12:48 UTC
i agree with previous comment, balance is not well designed.

a possible way to not die by underestimate the path, you could add a depth indicator (possibly as an upgrade) : the player just have to multiply how much is carrying by depth to have a hint if he shouldn't take more ...
FalseIncarnate
18. Dec 2017 · 00:41 UTC
Simple game, yet challenging. Easy to die, had once where I literally died on the surface (when I should have been healed), so it seems that the health is subtracted prior to actually seeing where you end up.