Mining Deepa by ejunegao

[raw]
made by ejunegao for Ludum Dare 59 (COMPO)

Dig deepa and deepa in this dark and dangerous mine. Thankfully, you are equipped with a signal system that helps find cool things out of the boring rocks!

Warning though, cool things include valuable ores and crazy robots chasing at you, and the signal system is just not advanced enough yet to differentiate between them.

Screenshot<em>2026-04-20</em>06-11-39.png

Font: m5x7 by Daniel Linssen (managore.itch.io/m5x7)

Tools: jsfxr(sfx), bevy (engine), aseprite (art)

Ratings

Given 9🗳️ 6🗨️

Feedback

ellaris
Apr 20th · 09:31 UTC
Interesting game, I liked the limited vision and the discovery signal. I had to retry it a few times to figure out what I needed to do. The upgrades were a nice progression, but getting a way to stop the robots after an upgrade felt weird, it basically felt like pure luck before that. I also think that the reveal upgrades could be a little more generous, since getting +1 vision in front, I could still spin to get extra vision around, but it was annoying (not sure how useful +1 behind you would be either). The faster mining had the potential to get you into trouble if you weren't fast enough to stop moving when noticing an empty pocket.
Domenixius
Apr 20th · 15:54 UTC
Oh I love what you did with the vision felt really claustrophobic.

Once an enemy got near you it was really tough and I would have liked if I could have gotten something better to escape.

The sound of the digging was a little repetitive maybe add some slight pitch shifting to it?

Loved the art style even if it could have been clearer where the enemies front and behind was!
🎤 ejunegao
Apr 21st · 08:24 UTC
@ellaris Really happy to see that your insights about the upgrades! I totally agree with your points. The upgrade curve and balance could definitely use some work along with the level of challenge the enemies provide. Rotation perhaps could be tweaked a bit to make it feel smoother to rotate and look around.

@domenixius Thanks for the advices and I'll definitely take these into my thought when designing future games. The enemies were likely a bit tougher than I wanted. When I designed the game I thought that the method to deal with them was kind of smart, but it definitely turned out less intuitive than I wanted due to multiple factors one of which being the signal giving out conflicting information to the players. And yes I'll definitely be more mindful of repetitive sounds and make important visual cues a bit more dramatic in future!
ellaris
Apr 21st · 11:21 UTC
@ejunegao I didn't mean that the rotation was bad, it was fine. Just when you have extra "light" only in front, you encourage the player to rotate/spin, to reveal the map, so adding +1 distance to all the sides and not just front would have a similar effect, but would be much less annoying (since you wouldn't have to "spin" to get extra vision range)
🎤 ejunegao
Apr 21st · 18:44 UTC
@ellaris That makes sense!
PurpledArtFrog
Apr 21st · 19:27 UTC
Yummy sounds ... like someone else said... a bit more shift in pitch would have gone a long way. Really nice :thumbsup_tone1:

Left you a rating :smile:
Pimeko
Apr 30th · 00:15 UTC
Nice concept! I found 5 out of 10 but each time an enemy would kill me and I couldn't find a way to truly avoid it haha
Cool entry :)
deformhead
Apr 30th · 20:22 UTC
Good job!

I find it a little bit hard to see the robots even on the nearest cases, but it adds a lot to the claustrophobic mood, as @domenixius said.

Well done! :clap:
Euler Moises
May 08th · 00:08 UTC
What a cute little game. I was really unlucky because I only encountered robots. I didn't get much treasure. I loved the simplicity of the mechanics. Are the levels procedurally generated?

Congratulations!
🎤 ejunegao
May 08th · 07:43 UTC
@euler-moises Yes they are. Sorry that you only saw bad bad robots :( I guess I could've done some work to the generation so that happens less.