Dome Romantik by Rongo Matane
* The game has an ending - dig down as far as possible to see it.*
We have plans to continue with this game. Join our Discord to see what is happening, to bring in your ideas, to shape the game and play new versions!
Made with Godot.
Ratings
| Overall | 9th | 4.435⭐ | 278🧑⚖️ |
| Fun | 35th | 4.275⭐ | 277🧑⚖️ |
| Innovation | 160th | 3.989⭐ | 278🧑⚖️ |
| Theme | 50th | 4.397⭐ | 278🧑⚖️ |
| Graphics | 56th | 4.582⭐ | 278🧑⚖️ |
| Mood | 51th | 4.442⭐ | 278🧑⚖️ |
| Given | 30🗳️ | 36🗨️ |
Good job!
i am in love with this design. it became an amazing game.
What a neat idea - what really sets this apart from all the other 'mine for resources' games is how well
it is connected to the second core mechanic: The defending part.
It really does work nice together, always having to decide whether to drill a bit deeper or to play safe and head back up.
Oh, and I really liked the idea that you had to purchase even the base mechanics. I dunno, it kind of opened the game up naturally.
Will there be more post-jam updates? I'll gladly come back for more!
Tiny nitpick: The die sound was pretty loud, compared to the other sounds/background music.
Amazing atmosphere, graphics, sounds, and the gameplay is also entertaining. It's just amazing, congratulations for this great game. I got all the upgrades :)
5/5 for all.
Congratulations, and thanks for making this.
I love the smooth progression with the upgrade feature and the amazing mood and the art direction :ok_hand:
Very good job !
If you continue to work on it it could definitely sell
5/5 played to completion
@colapolka We haven't planned on any significant update (i also avoid them during the rating phase). I'd like to add a flying monster variety (which moves while shooting, hopefully making defense more interesting) that didn't make the cut though ;)
@adele-illustration Ah, thank you for the info - i changed the embed resolution, so it should be readable now. I'm not sure anyway how helpful the descriptions are :D
@jakier Ah cool, what was your strategy (especially regarding upgrades)? I'm always a bit careful to not make the jam games too hard, so you ideally have a 50/50 chance to finish it on the first run. But it might need to nerf OP strategies :D
Something to improve the game, maybe making some flying enemies come from the top of the screen would make more challenging without needing to change the combat mechanics.
Over the top game, congratulations.
"Left click mouse"
Press anything to continue
"Left click mouse again"
Press anything to continue
LIES!!!
@elendow +1 for the flying monster! It actually was finished sprite wise, i just didn't manage to put it in.
@bernard-bumblebutt see, that's all part of my great plan to have the player ready with the keyboard controls ;)
@jakier ah interesting! When i played, i never used the laser upgrades first, so i buffed and cheapened them to make more sense to me. I totally see how it can get easy if you take care of the defenses like that.
@rainbirth I'm not sure what you mean - did you notice that you can buy an upgrade that shows the current resource counters? It's one of the earliest, so it should basically be available for the vast majority of playtime.
Congrats !
I really liked the death animations too. Got some Heart of Darkness vibes from it =)
the ambiance is really cool
Here's when I got super lucky and hit a huge resource mine when I had maximum upgrades:

That *is* just one vein of consecutive resources 😮, I actually didn't go all over the map to rig this screensnip.
I really like the mixture of gameplay. Managing your time and taking risks is simple yet fun. The upgrade system is great and coming to the surface with a haul to buy new equipment is always satisfying. Seeing terrifying creatures slamming against the glass dome, getting to the controls, and vaporizing them with the laser is oh so sweet. It all works so well together.
Really excellent work. I enjoyed it immensely!
In order to play it I need to make it fullscreen (otherwise it's too big for the window and I can't zoom out), but then I need to close the menu and when I click ESC it exits the fullscreen.
(I'm playing on mac + Chrome)
I really wanna play it XD
So you could
1. close the popup
2. enter fullscreen then
Only for you i tried to make a mac export. I added it to the itch page, i hope it works but i can't verify it. Good luck :D
The only thing I would have added is being able to have a smaller screen, otherwise played it and had a lot of fun :)
@tezza48 i didn't know Motherload beforehand, definitely gonna check it out and steal all the good ideas :D
@beardmage @a333 The game doesn't communicate this very clearly, but did you try to dig to the bottom? The game ends afterwards, if you reach "the core".
@peace-of-cake-games impressive haul! :D
@arancutter i love that you pointed out some emotions you felt, especially since these are what we aimed for - the "home" feeling of the base, the satisfaction of really strong upgrades, the rush of getting to the top and already seeing monsters. Makes us happy devs :)
@el-lisado I'm not 100% sure what you mean. Did you play in the browser and wanted a smaller game screen? Usually you should be able to zoom out in the browser. Other than that, itch sadly needs me to set the resolution to a fixed value (has to be 1920x1080 or the small text becomes unreadable).
I feel you on the "set the resolution part", usually it takes me a few tries to get the resolution I would be happy with
I sent the game to some of my students and they loved it ! One of them finished the game, while the other one's goal was to get all rewards. The second one didn't know you could finish the game and nearly stopped before that for example !
It is intended that you have to get the expensive last drill update, as the last 5 layers are really tough (only regarding the upgrades). I am sure i need to establish the overarching goal better - in my head this is a hollow world where you try to reach the inner part, but this is not communicated anywhere and the gameplay doesn't suggest to do it (only to find more resources, which is obsolete once you are fully upgraded).
It's really great, really well made. Amazing graphics and color palette. Great feel to the game.
I can see this being further developed into a larger game, yet it totally stands on its own right now and super impressive for 3 days of work.
It's really amazing how much content you managed to put into this game.
Also, congratulations on reaching 1st page of best LD48 games on itch! :D
I would legit purchase a full release of this.
Keep it up!
The pixel style you used here was extremely nice and smooth - I absolutely adore your style! The dome was gorgeous, the enemies were intriguing, well done, and absolutely my favourite kind of shadowy monster, the mines were easy to read and nice to look at, and even the main character with all of their ~12x4 pixels was charming and well fitted, largely due to the simple and appealing particle effects as you fly around and drill. I have nothing but satisfaction and kudos for the art design and and aesthetic. It holds together incredibly well! @Batiali said it well when they mentioned that it was elegant design - I absolutely agree.
I ended up losing a few waves in because I'm a sucker for pushing my luck with how far I can get between waves, but given some other comments imply that there's a defined endpoint, I'm going to take another stab at getting further!
On one hand, the title really did make me feel like you were going to be integrating some of the 'deeper and deeper in love' concepts for the theme and I was a little sad not to see any of that coming into play (granted, again, I haven't completed it, so I may be proven wrong), but on the other I can't be upset that it didn't really seem to meet up with that idea when coziness of my little dome does, in a way, feel a little bit romantic!
Ultimately, this may very well be my favourite game of all I've played! Thanks for creating such a gorgeous play experience~! ☆☆☆☆☆
Very nice Job! Congratulations!
Art, idea and gameplay are awesome, i really love this survior vibe. Though I think starting carrying capacity should be increaced, I just didn't have time to go back up with resources
I really love the art style and use of colours, and the animations for the monsters are superb!
Great work!
@recursor i'm always a bit careful not to explain everything in detail, but let the players figure things out on their own. Did you enter the station and then didn't know what to do, or did you not know how to enter the station?
@caiolima Yeah, sorry, the web version is problematic. I changed a setting as this keeps being an issue, so now the game will launch in fullscreen instead. The downloadables are the good ones :D
@briibot Wow, thank you so much for your writeup, and i'm really glad you had a good time :) Hehe, sorry for not delivering on the romantic part - the title ist just a play on words, we couldn't come up with anything non-generic and non-cheesy, but i see that might be misleading.
@ariorick ah, thank you so much for the info, i think i broke that when trying to make the text readable when the window is small. It should be okay again, now :)
@sdata hehe, but the fast drill will only get you to a certain point, as the tiles get increasingly difficult to mine. So on the upper levels it might be a one hit, but at the lowers you won't make progress. After getting the last one, you can easily end the game by digging deeper and deeper (but this isn't well communicated, so many players miss it). I agree on the flying monster, it was even ready graphic wise but i couldn't implement it anymore.
Also I had a really fun moment where I needed to decide whether to bring back resources and be a bit slower or defend the base earlier. Obviously I was greedy...which led to my demise :sweat_smile:
I love the colors. It's retro, though still elegant.
Very clever how the first few upgrades acts as a kind of tutorial to what the different ui elements, I'll try to remember to steal that!
The sound effects also fit really well. The screams of the dying aliens is a bit loud and piercing, but I guess maybe that's intentional? In any case; I can feel their pain!
The enemies are also incredibly cool, and I love the cover art. I wish there were more types of enemies and more content, but hey this is already incredibly polished for a game jam game.
Great job!
I also really liked the idea of unlocking basic functionality like inventory bits at a time, and the timed attacks add a real nice element to everything.
I kept thinking there might be flying enemies any minute due to the fact that the dome laser is, well, on a dome. More enemy types would have been cool, but it's a jam game and you only have so much time. And honestly there was a ton of content in there with all the different resources and their purposes. It was really an excellent experience, definitely one of my favorites from this jam.
Went through the whole tech tree and reached the bottom.
Fighting the same monsters eventually became a duty more of a challenge, since the last laser with extra speed makes a short work of all of them.
Still, you did a huge amount of work in jam time, well done!
Awesome graphics, gameplay, amount of polish.. Excellent work guys!! Love <3
Fantastic game mate - had lots of fun playin it
I reached the core - I love the fact that you put it in there
Real great mate :grinning:
How did you reach your scope?
Really amazing you did all this in 72h
Thanks for making that gem, love it <3 :grinning:
So I really like your game and I'm streaming Ludum Dare 48 games on saturday with my friend Teauorent on his Twitch channel - https://www.twitch.tv/teauorent - Saturday May 1st 4PM CET
First of all - that cool with you? This may redirect some traffic to your page for more people to try your LD48 game :smile:
If you'd like, please e-mails us anecdotes and sneak peeks of your creative process (photos, screenshots, beta/WIP asset renders, mood boards, concept Art, etc.) so we can present them alongside and illustrate your LD48 adventure to our audience :slight_smile:
Here's our e-mail to send all that good stuff to --> TeamChooChoo.GameJams@gmail.com [we will confirm receiving your e-mail(s) upon reception]
The show will be in french but I'm bilingual so you can totally submit in english, we'll take care of the rest :slight_smile:
Have a great day, I hope to hear from you soon - thanks for that great moment I spent testing your little nugget of a game, and see you in the chat on saturday I hope :heart: :smile:
The game is reasonably balanced considering the time constraints. Though the death laser did make the rest of the upgrades seem bit more of a quality of life thing. The main thing I would have liked to see is more thorough instructions. Took me a while to realize I had to hold down the spacebar to collect materials. One other minor thing, it would have helped if some kind of audio played when a wave was over.
Otherwise the game is fun and has solid mechanics. Fantastic job on this!
@strangeryann sounds awesome, will send you an email and prepare some things :)
@c4scar I really would have liked to add music too, but i couldn't find anything i found fitting. I can't make anything myself, and what i looked for seemed also kind of niche - something moody low tempo in a retro style. The chiptune scene seems so heavy with upbeat action tracks.
@thecritterscove Thank you! :) I do have a question, maybe you can help me with it. I was aware that some controls might be hard to figure out, so i added a few context sensitive tutorial panels - for example, for the thing you mentioned about picking up resources. It pops up when you first "hover" resources. But it seems not to be as effective as i'd have thought. Did you see this one? If so, was the message clear, and what the button refers to? The panel goes away automatically after some time, maybe it's too early. I suspect that many players are focussed on the center with the tiles, so that they might ignore this stuff on the side. Maybe the panel also has to be animated slightly, to draw attention. Your feedback here would be very valuable to me :)

(bottom right)
I replayed it to check and that instruction does not show on my screen. I played in Firefox on a 2560x1440px screen. Not in fullscreen, but there was nothing to indicate I wasn't seeing the whole game. Maybe the browser is cutting off just the tail bottom of the game?
I would suggest including this instruction in the pause screen, as that's where I looked multiple times to see if I was missing something.
The only complaint I have is that purchasing upgrades is very jarring. Every time I purchased something, items would shift in size and location. This made it hard to track what actually happened. Otherwise, AMAZING!
I had so much fun playing, definitely one of the best games I played so far.
Good job, you are very talented guys.
I can't think of any critique about this :sweat_smile:
This could also be expanded soo much. I would gladly even pay for more of this in different planets, with different aliens, resources and tehcnologies, maybe even cooperative missions ppl manning different stations like in Lovers in a Dangerous Spacetime :)
@nitero audio scratchyness is in the browser version. Not sure where it comes from, downloadables are fine. I've heard this in other godot games too.
@ladybenko The laser balancing is soo interesting to me, thank you for your input. I believe the last laser upgrade does not change the game much, as the previous is more than enough to go through every night. But it feels so strong to the player, that it feels like easy mode.
@tbaudon There is a audio and visual alarm once a wave of monsters is coming. It is only available with the first upgrade. I tried to make it so that this upgrade is bought within the first minute, as it's the only one available. Do you know if you had this one? I'm thinking about if the audio alarm should play again from time to time, if you are underground.
@zuwu hehe, thank you! I think it's much about doing everything as stupid and simple as possible. For example, it might be tempting to do procedural generation for the tiles. But this would easily take me 6 hours or a full day, and most likely turn out worse than something hand made. So i made it simple and created the map by hand, which took 15 minutes. The upgrades too are mostly (but not all!) stat changes, done in a minute. And the minimal graphics also helped a ton (makes animations also really easy). I also had to cut a few things, like a second monster type (flying) or in-level music. The monster really would have been important, the combat is a bit simplistic otherwise as it can't escalate more.
@ted I didn't consider that yet, and the reason behind this is very interesting to me: there is no RNG :D
There are 3 maps in the game. You start with a random one and see the next one on the next run (if you died). Map 3 is a bit more difficult i'd say. I love that no one found out so far, smoke and mirrors :D

There is a bit of RNG in the resource drops, but i keep a count ingame and move the drop rate up and down if it was too low or high.
The art and animations are fantastic. I missed playing "Out of this world".
Excellent mood. I was desperate trying to kill the dome-destroying monsters.
Congratulations for the game!

You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
I did get to a point where I could mine a bit down and had to go back to defending without finding resources for a few rounds in a row, which made it a bit tedious. But besides that I really enjoyed playing it.
It's amazing how much content did you managed to put in this. I loved the art style and the implementation. The monsters are great.
As some feedback, I struggled a few seconds trying to understand where do you get upgrades/defend the dome. Maybe some text indicator for the first use could be nice. Also, after dying one time, the second run was darker (like if some light value was not reset properly).
Once again, congrats!
Scrumptious pixel-Art! I like the set of animations of the Hostile Aliens..
The upgrade system takes the cake on that tactic feel..
I went so far in the playthrough (after the 6th attempt, beaten the Game; Looking forward for more!) to try to eliminate all the blocks.. and I noticed the 'Core-tiles were at center rather than at the edges, I wasn't prepared to end too soon of having an OP-run that I tried to mine all the blocks! ✨
Suggestions:
1. If instead of the thin tether lines, it would somehow be in place of a series of pixel-art tether cables (or a Shader to pixelate those tether-cables and the dome-turret for that extra 'edge' (no-pun intended); It's quite the charm to want to see it more in the purist pixel-art form.
2. Co-operative Same-screen/split-screen Multiplayer?
3. Collectibles that unlock Palette Swaps..
4. A different mode where the dirt-tiles collapse under conditions (eg. Boulder-dash or Mr.Driller)
Looking forward to see further expansion! ✨
Joined your Discord and really excited to see where this goes! Fantastic job!
Just brilliant. Great job.
Very polished; very nice.
I gave myself the mission to eliminate every single block in the map since I had all of the upgrades and consequently was way too powerful (my dome had basically unlimited health, hehe). As I was going out for the last mining job before reaching the end somehow I accidently hit Space as I was leaving the dome and the upgrades/combat computer turned on. Tried closing out of it, then I spammed some random buttons, then my dumb brain finally had the sense to realize the game had frozen and crashed by noting the clouds stopped moving.

If this helps, it's the latest Chrome on Windows 10.
(Also, I see that you did lots of gameplay logs in the console.... good idea. Logging stuff is the best way to troubleshoot possible issues 😀)
It's great getting to watch the way a dare game can unfold into a fully fledged game, and I'm excited this game could be one to do so! Wonderful work with your development - I look forward to playing the completed game on Steam and seeing how much it's grown!
All the best!
It was cool to meet, best of luck to you!