In Too Deep by RefraX295
Your company has found remote planet that is rich in resources and you have been tasked with mining a particularly rich vein of minerals on it. The local inhabitants however will not take kindly to your presence there and as you push deeper into the resource fields, protecting your production line is going to get more difficult by the second.

* How to play: * * There are 2 types of mineral deposits: blue and yellow. * The yellow minerals will generate your score while the blue deposits will generate credits for building with. * To obtain resources from a deposit, you must build a miner on it and connect it to your base via a pipeline. * Enemies will attack your pipeline regularly, so you will need to defend it with turrets.
Tools used: Unity 2020.2, Blender, Gimp
Ratings
| Overall | 259th | 3.692⭐ | 28🧑⚖️ |
| Fun | 187th | 3.75⭐ | 28🧑⚖️ |
| Innovation | 429th | 3.241⭐ | 29🧑⚖️ |
| Theme | 775th | 2.904⭐ | 28🧑⚖️ |
| Graphics | 359th | 3.574⭐ | 29🧑⚖️ |
| Humor | 437th | 2.5⭐ | 25🧑⚖️ |
| Mood | 468th | 3.22⭐ | 27🧑⚖️ |
| Given | 54🗳️ | 35🗨️ |
It was pretty fun! I was playing waiting for more units to unlock, if there was then I probably would've kept playing
This was nice!
There was no audio--I'm not sure if this is something wrong on my end, or if there was actually no audio.
I enjoyed the balance between expanding and defending, and I thought that choosing between upgrading my moneymaking vs upgrading my final score was interesting. There's something in that particular mechanic to be explored, I think.
There's some relatively small stuff you can do to level this up pretty quickly:
- WASD/arrow-key camera controls
- Moving the camera using only the mouse on the edge of the screen feels unresponsive
- An indicator showing where you're being attacked.
- If you want to be really fancy, showing different indicators for "my turrets are being damaged" and "my infrastructure is being damaged" would be wise. 90% of the time, my turrets can take care of themselves, so I don't care *too* much about that alert. But if the bugs got through my turrets and are chomping on the miners, I care a lot.
- updating the pipe graphic logic so that they have bends instead of only crosspieces
Something to think about: I didn't like that I had to stretch my pipe way far out and then defend *the whole length of the pipe* evenly. It meant that I didn't have to make very many interesting decisions, because the whole pipe needs the same amount of turrets. Having predictable spawnpoints for the bugs would make this play a little more like a tower defense, where protecting certain points on the map is more important than others. Having obstacles that the bugs can't walk through (and that I can't pipe through) would also help this.
I think this game is pretty snazzy!
As for the audio, I ran out of time to create any so there isn't any in this build.
Also, great game name :wink:
Sincerely,
a dev on ludum-dare/48/in-too-deep-2
Next time try to focus a little on audio, that really brings a lot of value to the game.
At the beginning there was a real challenge. I had to choose between building turrets, or continueing to build more miners. At some point however I had more than enough money, and whenever the enemies came through I just dragged my mouse over the screen to place a whole lot of turrets. Maybe a bit more balancing is necessary there.
As others have said already, I really think some sound effects could have helped this game a lot.
Thank you for making this! I enjoyed it a lot :D
Great job!