Sminer by LightningST
Mine resources and summon minions to protect your tower
You are a wizard who must defend yourself from evil monsters, by summoning more evil monsters!
Gather items to use for you dark arts, and see how long you can survive
[Works on mobile!]

BUG FIX 4/15/2024: Followed https://ludumdare.com/resources/guides/embedding/ to fix a Godot export bug on chrome
| Link | https://warrenjennings.com/SminerSource.zip |
| Itch.io (better for mobile) | https://lightning8113.itch.io/sminer |
| Original URL | https://ldjam.com/events/ludum-dare/55/sminer |
Ratings
| Overall | 29th | 4.138⭐ | 42🧑⚖️ |
| Fun | 43th | 3.987⭐ | 41🧑⚖️ |
| Innovation | 54th | 3.936⭐ | 41🧑⚖️ |
| Theme | 147th | 3.7⭐ | 42🧑⚖️ |
| Graphics | 43th | 4.163⭐ | 42🧑⚖️ |
| Audio | 22th | 4.064⭐ | 41🧑⚖️ |
| Humor | 207th | 2.672⭐ | 34🧑⚖️ |
| Mood | 89th | 3.676⭐ | 39🧑⚖️ |
| Given | 46🗳️ | 54🗨️ |
This game really implemented the summoning theme well.
The soundtrack and art style worked well together together and were overall pleasing.
(Love the digging animation)
My only critic I can think of is maybe adding a bit more gameplay variety for digging as it can be a bit repetitive.
Awesome work!
The digging felt really nice with the little hat spin up and a bit of strategy in where to dig and what resources to go for. Little ghosts seemed to be the best thing to beeline for, always need more of them.
The tutorial at the beginning was very nice and went over all the mechanics well.
Only issue I saw was that the version embedded on the Ludum Dare website itself doesn't work, giving the following error
"Failed to read the 'serviceWorker' property from 'Navigator': Service worker is disabled because the context is sandboxed and lacks the 'allow-same-origin' flag."
Other than that, perfect!
Interestingly, I found myself mostly paying attention to the left part of the screen. It was quite hard to try to keep track of different recipes and your resources. So, I mostly just focused on digging as efficiently as possible. I'm sure it would require more tactical approach if I wanted to survive longer. It is an interesting design problem when the player has to divide their attention to two seemingly separate parts of the game.
Should work on chrome now!!
The game feels polished and has a very nice amount of juice! Mining feels very satisfying!
Really want to play this game again. Great game!
I wanted to have almost the exact little passive tower defense combat in my game, but then I decided to rescope. Impressive, what you managed to achieve in such little time!
Not much else to say, so here is my score:

- Really fun mechanics
- Love the graphics! Big fan of the minimalism while still being clear and readable
- good sound design
- So much juice! Especially love the way the screen shakes when you hit things.
The Not So Good:
- Took me a round of dying to understand what was going on in the upper right. It's intuitive once I got a grasp on it, but there might be a better way to tutorialize it.
- Holy shit did it feel like the difficulty ramped up in the end game. Maybe a smoother difficulty curve so you don't go from dominating to dead as quickly
Design notes:
- Sometimes I would hold down just a little too long and dig one layer deeper than I wanted, which then meant I missed out on doing a row of resources easily. Not sure how I would fix this, the inability to dig while flying feels good and intentional, but the occasional mishap like that did feel bad.
TL;DR
Really loved this, played through like four times. Super fun gameplay, great aesthetics, my only real gripe is it felt like the difficulty curve could use some tweaking. Great job!
I also really love the evolution system and ranged enemies in games like Age of War 2, and I would love to implement those as well. Though if I make the battling more complicated, I'll probably need to give it a bigger focus on the screen.
I really appreciate the detailed feedback :)
There were so many different cool mechanics working together here. I loved how the digging was it's own kind of puzzle (since you couldn't dig up). One suggestion would be a way to know what level I'm on, or some indication of where the difficulty curve is at (although I couldn't tell if the difficulty actually changed or not).
My score second try:

Congrats on the entry!

My final strategy was to have two phases to my digging, first I go for all the resources to summon minions, then in the second phase, I'd collect the ores and hope for the best that I have enough minions to protect me. Which worked great! Until they overwhelmed me, but alas, I held out.
Very fun game! You really get into the collecting for the summoning. I think breaking it up into different screens and resetting them rather frequently also helped keep a good game speed going, I think that was a cool decision. I also felt that having two objectives (getting resources/getting ores) also really expanded the decisions you have to take as the player, that really expanded the strategies you could go for that was great. The monochrome art worked well, along with the chiptune music, I think that was a good art style pick. Great job with this game!