Powerless Miner by MajamiLTU

Welcome to Powerless Miner
Become a miner and collect all of the gold, but it isn't that simple because You're running out of Power. If you like logical thinking and puzzles then this game is for you!
Controls:
- Walk - WASD or Arrow Keys
- Hit - Left Mouse Button (LMB) or Left Control
- Pause - Escape
Controls can be changed in Windows version.
Gameplay:
I highly recommend reading all of this. It will significantly help to play the game.
In order to complete a level you must collect all of the gold. To acquire gold you must first hit a stone with gold in it and then step on the dropped gold nuggets. Each of your action will take away one battery. When you run out of batteries the level will turn dark. The game will still continue, but you will have to trust your memory. You can get batteries from collecting (walking on) them off the ground (1, 3 or 5 batteries). The screen will return to normal if you have at least one battery.

Logs:
- First Progress
- Finally
- Comparison
- Addressing problems
- Changing up the site
- Trailer
- Logs
- Blog
- We (almost) hit 100
- Fun Fact
- Powerless Miner Android
- Preparing
- Playthrough
For more information and walkthrough head over to the Itch.io page.
| HTML5 (web) | https://majamiltu.itch.io/powerless-miner |
| Windows | https://majamiltu.itch.io/powerless-miner |
| Source code | https://github.com/BenasB/Powerless-Miner |
| Original URL | https://ldjam.com/events/ludum-dare/39/powerless-miner |
Ratings
| Overall | 115th | 3.721⭐ | 138🧑⚖️ |
| Fun | 103th | 3.662⭐ | 138🧑⚖️ |
| Innovation | 150th | 3.511⭐ | 137🧑⚖️ |
| Theme | 60th | 4.051⭐ | 138🧑⚖️ |
| Graphics | 256th | 3.463⭐ | 138🧑⚖️ |
| Audio | 259th | 3.023⭐ | 135🧑⚖️ |
| Given | 103🗳️ | 44🗨️ |
@rakowu (I found the reset button with Escape)
But! I really like the way this was put together, the darkness mechanic has some charm to it. You could actually do the entire thing without picking up batteries if you just remember it all. Is that good? Logically, I don't think so, but it's intriguing.
Also the control scheme, why do you require a mouse click on a thing when you're REQUIRED to stand next to it? Moving into it should be just as much a valid action. Just like in roguelike games, moving into enemies = attacking. Makes perfect sense. But the clicking also feels like it mimics digging in the dark. So the thematic link is interestingly novel, if hugely frustrating.
Allowing clicks to do nothing is also really frustrating.
Man, overall, I don't know. It's as "badly designed" as it is interesting because of those designs.
This game have a lot of potential! Congratulations
Keep Moving forward.
Music and sounds were its only downside. Can you imagine loud bass music in a real cave mine? I'd be *very* worried of sudden music-induced cave collapse and having to spend the rest of my days inside. Kind of like real life really...
Restart key on R would have been nice though too. Not that I had to use it much because I'm a PRO!
Nice entry! Congrats. :thumbsup:
I really liked the power mechanic! It works well with the game-play, forcing you to have a game-plan before you start moving. One could technically memorize the level, avoiding the batteries, but you could just plan your path around them, and use them to plan as you go to think on the fly. The mechanic really makes the game stand out.
It feels odd having the mine button on the mouse, since you don't use it at all. I'd suggest also putting it the space bar.
Overall, good work!
Congrats!
One thing, though, is that I would have appreciated it if I didn't have to click on rocks to break them. Why not break them when I try to walk into them instead?
I was reading the first line of instructions but then I thought "nah, let's see if I can understand the game without instructions".
And I succeeded! Or better, you succeeded.
Love the way that in the first levels there's no menace, so you can just move around and get used to the controls.
Love the fact also that in the screenshots you put in the entry there is no mention about the bats, so it was quite a nice surprise (I was thinking the game was too easy before the bats arrived).
A nice entry indeed, I would have loved some more levels but it is perfect as it is for a Compo entry!
The art style worked well, and while the music was repetitive I think it worked well as I didn't really focus on it which is a good thing.
Overall it was a great game. Only suggestion could be some sort of short cooldown after moves (even just translating the character from one tile to the next) just to avoid accidental actions.
Liked that you could still play after power runs out.
- Audio Sliders
- Functional Graphics
Things for improvement
- Instead of having to 'click' just 'move' into something to break it like the old rogue likes
- Was unclear if you could attack the bats

+++ The art was well done - especially the colour scheme. The greys and browns fit in so well with the mood of the game.
++ The upbeat music was great to listen to.
+++ Solving the level puzzles was a lot of fun. It seemed easy until the bats appeared.
-- I liked the music but it didn't seem to fit in well with the underground feel of the game - unless there were goblins underground doing the drumming
This was a great game to play. Thanks.
If I could change something I would only make that you don't spend energy/turns on actions that don't happen like moving towards a wall.
Finished your game.
It is really cool! Impressive that you did it solo for Compo!
Appreciate your level design work! :)
But I need to mention that it is really not intuitive that game continues after the light turns down.
Thank you for making a detailed description and a walkthrough, it really helps!
Neat game, too! Watching it on lerpish's twitch stream first, and then tried it:
Likes:
- intense puzzles and hardcore power mechanic
- well designed situations
Try differently:
- it often becomes a "only 1 step is the right step" situation...
Overall:
- decent puzzle game, remotely has a boulder dash or rogue feel to it.
https://www.youtube.com/watch?v=o_6TSomvKKQ
Thanks for being part of the stream :)
## Feedback:
I liked the game. The art was quite simple, but things were recognizable and that is the primary objective of art. The game scared me when it was going to require a bit of my memory as I have a really poor memory. As well as puzzle aspects. Luckily I was able to figure it out, with a little help from people on stream from time to time. The cave bats were really challenging, especially when the light went out!
Each level seemed to get a little bit more difficult or challenging, so great job on level design. As well the first levels taught the mechanics quite well. If any thing could be improved perhaps the introduction of the bat could be made in a level that gives you more time before it catches the player. I did manage to get to the end and it was a little anti-climatic at the end, but that happens often during short development cycle. It did at least acknowledge that I finished so that is a great start!
Good entry!
Puzzles were challenging and I liked the fact that I could memorise them and continue in the dark. Great entry!
A combination of counting and memorization.
[Danae streams Ludum Dare 39: Day 3, part 1: Powerless Miner](https://youtu.be/LN1svjCl2z0?t=2h56m52s)
Very nice puzzle concept! I can only say, it was a bit too easy overall :) The levels only started exploring the various things you can actually do with the gameplay rules towards the end, and then the game was over. It is rare to find a lot of well-designed levels in a gamejam game though, so this is hardly a criticism.
Good job!