Gem Miner by Jasper Hansen
Journey beneath the earth, and visit several areas on your quest to find gems.
(Apologies for the lack of sound)
Move with WASD, and mine with the Left Mouse Button. You can reset the game at any time by pressing "R"
The game is about beating your previous highest scores and times, there is no game over. I would assume one play through would last no more than 5 to 10 minutes, but feel free to prove me wrong.

(Made in GameMaker: Studio 2)
| Youtube | https://drive.google.com/file/d/1vxFQY4PDq0P0D5ANQ62zW4EkAgXQ2WfF/view |
| Youtube | https://jasperh.itch.io/gems |
| Original URL | https://ldjam.com/events/ludum-dare/45/gem-miner |
Ratings
| Overall | 167th | 3.591⭐ | 24🧑⚖️ |
| Fun | 166th | 3.432⭐ | 24🧑⚖️ |
| Innovation | 333th | 3⭐ | 24🧑⚖️ |
| Theme | 467th | 2.568⭐ | 24🧑⚖️ |
| Graphics | 32th | 4.182⭐ | 24🧑⚖️ |
| Humor | 315th | 2.238⭐ | 23🧑⚖️ |
| Mood | 242th | 3.167⭐ | 23🧑⚖️ |
| Given | 17🗳️ | 26🗨️ |
By the way, the source code link is not set to public.
However, I have to question how it fits the theme. There is an element of collecting upgrades and the gems, but I don't see that being aligned much to the theme.
"Return" should have a larger hit area. I apparently wasn't hitting the 3rd level's hitbox until I jumped. I also found the swinging to be weirdly slow, especially with how much hang time it gives if you do a swing while mid-jump.
Pressing "n" apparently goes to the next level and doing so in the end room crashes the game.
I'll be sure to consider all of this if I decide to work on a post-jam version.
Concerning the theme, no, it does not fit well at all. I had originally intended for collectibles to be a much larger part of the game, but in the end I decided to prioritize other aspects, since the game had developed an identity that I liked more than that which I had originally planned.
One of the coolest games I've played so far and, probably, in the future.
Great game, Jasper!
For those wondering, F11 makes the game windowed though it's super small.
I think also the mechanics of digging could have been expanded to allow for diagonal digging or at least make it so I didn't have to be extremely close just to get at a block. The water also made movement pretty difficult, despite the jump advantage.
All in all, I liked it, though. The art style really sells it and makes it feel polished.
Sorry 'bout that!
As for the water, I think the only reason that there are infamous water levels in so many games is because the purpose of water in most games is to take the player out of their comfort zone, which inherently makes them uncomfortable. So yea, movement is difficult, and it's also not Mario, so there's nothing to appreciate on a critical level. (The way that it takes away the traditional jump in Mario, the jump being Mario's main mechanic, is, in my opinion, a bit genius.) But I figured it added some fun, harmless game play variety, so I put it there anyways. Hopefully it wasn't too painful for you, and hopefully reading my excuse wasn't painful either.
Thanks for bringing all this to my attention.