The Dwarven Brigade by Wolfier
The Dwarven Brigade is a game about recruiting an army of dwarfs to mine deeply and greedily.

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Green and Blue Pylons: Dwarfs use these to path through the mine. Dwarfs following a blue beam will not mine. Dwarfs following a green beam will.

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Clearing: This tool allow you to mark tiles for clear. Dwarfs will only clear on the path of a pylon and will never clear ores.

Stockpile: Used as a drop off point for dwarfs, this will make it easier to get farther down.
Forge: Dwarfs can't clear all terrain at the start, the forge allows them to do so.
Known Bugs
Minor
Dwarfs will sometimes randomly walk through walls. This is likely caused by them seeing a job through walls they aren't supposed to.
~~If two dwarfs are clearing the same tile, the second to reach the tile will be forever stuck in place. This usually only happens if you are connecting tunnels together.~~ - Potentially fixed in Post Ludum Dare Version.
~~When Dwarfs clear upwards, ladders are misplaced.~~ - Fixed in Post Ludum Dare Version.
~~The stockpile button doesn't turn off other buttons, this can result in the placement of unwanted pylons.~~ - Fixed in Post Ludum Dare Version. ~~The tooltips appear behind the buttons making the tooltips harder to read.~~ - Fixed in Post Ludum Dare Version.
Major
Attempting to place a pylon on iron ore (and maybe mythril) results in a crash
~~The Destruction button is a bit glitchy right now, if you try to destroy something while a beam is fired at it. The game will crash. Also if a dwarf is walking to a pylon when you destroy it, they will wander off into the abyss.~~ - Fixed in Post Ludum Dare version
Music Credit
Cavern Starting Area 1 - TeknoAXE's Royalty Free Music
https://www.youtube.com/watch?v=1DtfwcfXJss
| Link | https://landings101.itch.io/the-dwarven-brigade |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-dwarven-brigade |
Ratings
| Overall | 729th | 3.622⭐ | 39🧑⚖️ |
| Fun | 509th | 3.622⭐ | 39🧑⚖️ |
| Innovation | 707th | 3.392⭐ | 39🧑⚖️ |
| Theme | 607th | 3.865⭐ | 39🧑⚖️ |
| Graphics | 1166th | 3.446⭐ | 39🧑⚖️ |
| Mood | 1289th | 3.216⭐ | 39🧑⚖️ |
| Given | 33🗳️ | 62🗨️ |
Managed to get all the bugs you mentioned in the description, also it seems you don't actually need mithril to mine dark stone, and the upgrade button tooltip is empty.
As for the other bugs, i managed to squash a good chunk of them in my version, so i'll be pushing out a patch when I finish up with that.
After I upgraded the forge for the second time, I felt like my goals ran out. Too bad there was nothing more content, but I know you didn't have time for more.
The animation was great too! Good game, thanks!
It would also be helpful to have information on your dwarves somewhere on screen, perhaps numbers of dwarves for each type of equipment.
I imagine the disappearing dwarves all got eaten by a balrog or some other terrors of the deeps.
The Green and Blue pylons are functionally similar in every way except the green ones let dwarfs mine and the blue ones don't. For the ludum dare having the blue pylon is redundant since there's little reason to not use a blue one which is why is costs less.
Content wise there's alot of places i can go with this. Just a few idea I had was having a pop cap based on housing (which largely wouldn't limit how many dwarfs you have, just slow you down) where houses could be built in the tunnels. The other one was having multiple mines with different resources to mine in them.
Ya, I was pretty strapped for time when my hard drive crashed Monday and forced me to move all the game files. I would of loved to of added them since it sort of bothers me as well sometimes.
I got a nice Lemmings vibe from this game. Would definitely play an extended version with more player feedback. Great work!
Good to know, if I get more time I'll implement a few techniques from my previous Ludum Dare. I tend to be more of a fan of showing rather then telling in my tutorials. I will say I was a bit nervous about that since it a lot of the mechanics were not that mainstream.

In the green rectangles they see the ores, and in the red ones they don't, right?
Content wise I would like something really expensive but really usefull thing. Because from mid game you have more gold then you can spend.
The HUD needs more info, for example a dwarf counter. And the cost of things should be always visible (Yhea I know I can check the cost if I hover my mouse on it, but it's clunky and I forget the amount fast)....oh yes, the mouse....I can't leave it anywhere without it shows some info.
And a zoom out or minimap would be nice too.
Are you planning to continue the game? Because if you make a major content update I would like to replay it. Don't forget to notify me in that case, thanks! :D
Reproduced that bug again for you. Seems consistent with this setup.

Yup that's how it works
I do plan on continuing the game, but I wouldn't expect anything big since it's currently the week before finals week.
I do plan on redesigning the icons to allow for more buildings and doing some balance changes so gold doesn't expire as a resource so quickly.
I did have a plan to implement a toggle off for the tooltips, but time killed that plan.
As for a minimap or zoom, it will probably take a bit to do either since for a zoom i'd need to find resolutions that don't murder all the pixels. A minimap might be more in the cards but it could also end up being computationally expensive, we shall see.
Thanks for that image, i'll try it out and see if i can get it to happen.
I would like to have seen a way to address pathing issues (like if I could slap stuck dwarves to reset them if I noticed them). Additionally, it would be nice to have some sort of end goal after unlocking mithril.
There technically is an end gold in the form of a giant gold hoard at the bottom right of the map, but since I never got to add an end screen it doesn't matter that much.
Were you playing the Ludum Dare version? I believe I fixed that in the post version.
This is the crash code btw in case it helps:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_Dwarf:
Unable to find instance for object index 134206
at gml_Object_obj_Dwarf_Step_0
############################################################################################
gml_Object_obj_Dwarf_Step_0 (line -1)
+ The concept is great! I love the idea of a lot of dwarfs just run around the mine and collect resources to upgrade.
+ The animations and the graphics are great and look good. Seems like you got a lot out of the low resolution with your art. Very Nice
(+ Music is very nice)
- I don't get how the pilons and pathfinding work. My dwarfs seem to run where they want anyways. The green mining pilons do seem to work because the dwarfs only mine there. Another example for this was: later in the game when in needed more dwarfs deeper i recruited a lot more and most of them just run into the first mineshaft (although there are already enough dwarfs mining the gold) and back to the surface. So it seems I had to wait until some dwarfs acidentially find the way down.
So there should be more feedback or more explanation ingame to that and maybe some polishing of the pathfinding.
- As a result it takes too much time to get the dwarfs to clear out certain passages.
- I don't know what benefits the upgrade of the "main building" on the surface gets me.
- The tooltips are often rendered behind the buttons so i can't read all of it.
So don't get me wrong. I really dig the concept (pun intended) and would love to play a more polished version.
I hope my feedback helps.
That dumb bug is so annoying, I can't recreate it myself for some reason and game maker reporting line -1 makes really difficult to figure out where its firing at. My theory is that it has something to do with deleting pylons and a dwarf trying to get information for said such a pylon on the same frame or the frame after it deletes itself.
I'm glad you liked the game despite the crash, I've seen it enough times now in other peoples playthroughs to know I need to fix it.
So the way the dwarfs path through the mine is that if they are carrying something they are more likely to go upwards then other directions, if they aren't carry anything (new dwarfs don't carry anything) they are more likely to go down.
The other thing is that when they reach a pylons they will roll a dice on whether they want to stop there and look for something to dig out or if just try to do the movement I described above. If they choose to dig they can move any direction afterwards, if they don't they can't choose to backtrack.
tl/dr Its a bunch of weighted die rolls.
The best advice I can give is to just connect your tunnels together. There is a few places where you can take advantage of the AI and stockpiles to basically get a group of dwarfs to mine the same nodes endlessly.
Its definitely in the cards to explain the AI's weighted dice so players can take advantage of it optimally (especially since i have plans for adding more weights in the future).
____________________________________________________________________________________
The forge allows you to upgrade dwarfs tools using iron or mithril, there should be a tooltip in game for it and it's is also explained somewhat on this page. Whether i explained it well or not is up to you I guess
Also i fixed the layering on the tooltips for the post ludum dare version, I do recommend playing both.
Anyways, ya I plan to add way more tutorial stuff for the future. It's quite clear that the game needs it since apparently I only make overly complex games.
>ERROR in
action number 1
of Step Event1
for object MiningIcon:
Variable MiningIcon.ClearTimer(100135, -2147483648) not set before reading it.
at gml_Object_MiningIcon_Step_1
gml_Object_MiningIcon_Step_1 (line -1)
It happened when placing what I think you refer to as a pylon? Either way I booted it back up and played some more. I think your thought process here is very unique. The fundamental idea isn't that new per se, but the direction you seem to be going with it is very exciting. Generally I think there's an insane amount of potential with this, and I for enjoy the visuals. I wouldn't say this was overly complex, but I sure would like if you took it to a place that was haha. I'm glad to hear you're going to keep working on it. I can't wait to see where you take it!
Oh that's a completely different -1 error. Though based on the fact it actually contains a variable name and not just void I do know what this bug is. Its based on when you try to place a pylon on ore which was an oversight when writing the code as i forgot to stop the player from doing that since the ores don't have any clear timers assigned to them.
I'm definitely happy to hear people are enjoying this despite my ineptitude at writing tutorial.
Thanks for clarifying. I will definitely give it another try.
And yes. Some more in game tutorial would be nice. As difficult as it is to do without just a wall of text for such a complex mechanic.
As far as I understand the mechanic now this is really interesting and I am curious, what you can achieve with it in the future.
Loved the music, it's perfect to be chilling and mining.
Great job!
Nice, I was hoping someone else would melt their computer with dwarfs.
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event1
for object MiningIcon:
Variable MiningIcon.ClearTimer(100130, -2147483648) not set before reading it.
at gml_Object_MiningIcon_Step_1
############################################################################################
gml_Object_MiningIcon_Step_1 (line -1)
Thankfully no bugs to report, even when I was playing the original Jam version.
In terms of getting deeper in the mine, if your not using stockpiles it gets a lot harder to send the dwarfs deeper because they will keep filling their backpacks and heading upwards. If you dug a giant straight tunnel downwards and potentially some branches off the side with no ore on the main path they could easily reach the bottom.
This isn't currently explained but I did finish working on some tutorial prompts that do tell you how the dwarfs move.
Learning the game is a bit rough at first but there aren't too many elements to get a handle on. Managing dwarves become fairly easy once I understood the logic. Slightly shorter delay on the apperance of the tooltips would be good, especially since it's the only tutorial you get in-game.
Artstyle is really clear and nicely stylized though the color of the stockpile is a very similar color to the dirt background.
This is a quite an ambitious simulation-type game and it works quite well. Very well done.
Besides some bugs & glitches and a "high" learning curve in the beginning, the game is interresting & fun to play.
-Innovation: (4.5)
one clear step towards a terraria strategy game one day.
-Theme: (5)
Digging deeper into the ground in order to get richer
-Grafics: (3.5)
The grafics are simple, but effective & there are animations.
-Mood: (3)
Dwarven mining company goes brrrrt. The game is more strategic than emotional, except dwarves getting lost ... in the sky?
-Overall: ( 4 + 4.5 + 5 + 3.5 + + 3 -> 4 )
The Points I would like to rate here:
-Quality/Polish: (3)
there are some bugs/glitches, especially the dwarves that get lost the one way or another are painfull.
... and there was a gamebraking bug. Returning instead of restarting a match via the mainmenu is a bit odd. Nice to have some tooltips. It is good to have a mainmenu.
-Genre: (4)
This game could be a great example of platfomer-strategygames (there should be a better name for this genre, honestly).
What was LEMMINGS genre called?
-Szenario: (3.5)
The goal seems to be mining more in order to upgrade - I wonder if there is something to discover in the depths.
-Setting: (4)
Dwarves are mining, ho, ho ho!
-Story(telling): (x)
It's about mining, not love triangles.
Gameplay:
-Controls: (3.5)
Parallel to WASD there could have been a arrow key control, or border scrolling.
Placing jobs works well, it's not necessary easy to learn how posts function, but it's not frustrating.
-Rules: (3.5)
The way upgrades are obtained, maintained & how they were made usefull, was good.
They Pathnode system is a bit odd and the dwarves should always check if they can go a path.
-Complexity: (4)
There are Dwarves as active workforce, a main building with upgrades, those upgrades need a kind of maintenance, multiple resources to mine,
environment to shape, & some interactive strucuters like the posts and the stacks.
-Difficulty: (3)
There are no adversaries, the game is a economy simulation for a dwarven mining company.
You could make a mistake into an idea, the game has not many obstacles and dwarves getting lost, quitting their jobs (some dwarves left the mine at surface) would add some spice to it.
-Content: (4)
The map is quite big (and world generation in the future would be neat), and there are some assets to play with.
Spot on the theme.
Would be cool if you update it further!