Infini-Digger by theArchitect

IMPORTANT NOTE !!!!
There is a found bug in this version of game:
Issue: If you still have device after tutorial completed, the following game would not function properly, one most obivious issue-the Tutorial UI is not disappearing.
Solution: just refresh webpage, before starting the game; check if the tutorial is skipped, if otherwise you could use key [k] to skip the tutorial.
This bug would not be fixed in the game from this particular webpage, because I want to keep this version as a 72hr-only work. Since this bug is spotted and fixed afterwards.
Main Info
This a 2D strategy digging game. You play a s post-future android that is tasked to find gold as much as you can.
In this game, you need to local predict gold’s location as best as you can. Then place devices precisely and economically.
However, you’re equipped with state-of-art devices that help you with this tricky task. Go deep as far as you can
A semi-interactive tutorial is embedded in the game, and detailed handbook is in itch page Hope you have fun ;)
PS. I haven’t got enough time to stress time tutorial section, please don’t stress it, it could break XXD. I’ve done some stress test on standard game section, but it still could have some bug, feel free to point out in comment section.
PPS. I know controlling method could be better, and could properly place “Driller” device on the edge of map, but I don’t have enough time to redo.
PPPS. The game mechanic end to be little bit hard, but, please give it a try~
PostLD Confirmed !!!!!!!

At beginning, I didn't thought of this half-baked idea too much, however, from the responding I'm getting, I believe that this mechanism and idea deserve much better presentation. SOOOO, I'm confirming that is project would get it's new life in a PostLD version.
Sadly, this project could only be classified as a side project. So, there would be some on-paper redesign work, but coding work would only happen after middle of May, and aimed at finishing before LD49(October).
If you are interested in this and like to give some idea, you could find and following postLD project here: https://thearchitect-china.itch.io/infini-digger
Really excited about this and hope to see you there~~~~
| 72HrJamVer | https://thearchitect-china.itch.io/ld48 |
| PostJamVer (StilWorking) | https://thearchitect-china.itch.io/infini-digger |
| Original URL | https://ldjam.com/events/ludum-dare/48/infini-digger |
Ratings
| Overall | 1632th | 3⭐ | 25🧑⚖️ |
| Fun | 1755th | 2.563⭐ | 26🧑⚖️ |
| Innovation | 370th | 3.708⭐ | 26🧑⚖️ |
| Theme | 386th | 4.022⭐ | 25🧑⚖️ |
| Graphics | 1677th | 2.659⭐ | 24🧑⚖️ |
| Given | 26🗳️ | 25🗨️ |
I think the amount of tutorial text is really overwhelming though. You can try introducing new gameplay mechanics progressively via better level design.
Nice work tho
I think i'm stuck here. The tutorial is really overwhelming, i don't quite get what happens (like the number on the top left going from 800+ to 50 over one layer.
The mechanics seem interesting and well thought trough, just the hurdle of getting into it is really high. My suggestion would be to have no explicit tutorial, but start the first level with only one element, like the digger. Then have one level where the digger needs to be really applied, then go to the next level with the next element.
Other than that, would mouse controls be an option? The controls with both arrows and wasd seem a bit complex, and i didn't understand if my movement itself was important.
Congratulations for finishing, and a lot of respect for tackling such a complex game!
I think this is not a good first game, or genre to tackle solo unless you wrote down everything you need.
Past that, this would definitely have potential to be expanded.
Here's my two cents on what could be improved:
* Definitely have to make clear on the current-gain-cost counter. SEPARATE THEM.
* Put text on them to make it clear on what we have.
* ...or icons but I don't think that's a strong suit of yours?
* When holding Space, please put the keybinds on what you are placing.
* The same can be said for cost, too.
* I was naturally pressing the arrows first, thinking it will place down the items
* In fact, this key binding can be exchanged for 1, 2, 3 and 4 instead of the space and arrow combo
* More so, there's blank space on the sides, it can be used for that
* An indicator for where you're placing...
* ...and put the radial menu there
* I was assuming it would be placed ON the character, not in front
* People will forget the TAB key for the helpers
* There must be a better way of conveying this
* The whole square could be just 50% colored gold to show this instead of the X and O gold symbols
* I feel the range indicators should be on by default...
* A life of 00 sounds really useless and only works on the current floor...
* In fact, the life mechanic could be improved in some ways other dictating the life beforehand
* Like an engineer, a few whacks could be placed to *extend* life instead?
* Oh, and the end of the tutorial doesn't remove the tutorial boxes...
A lot of these can be solved through improving UI.
Heck, even then some parts of the tutorial would be unnecessary for it.
So next time, maybe think about readability on the way! The presentation of information is key. It'll help a lot in the experience!
That said, the gameplay could be really fun, if it only were so accessible...
If is not offending, could you give me your OS and browser your are using?
I'm expertised in mechanic design and core programming. I do have a few idea on how to improve UI. Thank you so much for solidifiy them for me. I hope I could have some time to bring this game to post-LD, or even something more~~~~
Thanks a lot !!!!
check if the tutorial is skipped, if otherwise you could use key [k] to skip it.
@rongo-matane @omaewander
I did it again just now and this time it disappeared. Only difference: last time i already built many devices at that point. Of course you are right, the skipping the tutorial is also a solution, didn't think of that :D
The mechanics are interesting, a good start to a relaxing strategy game. Would love to see if you do any more work on this after the jam!
However it is still a quite challenging and fun game to play (although games that require strategy are not really the type of games I thrive in x3), congrats to you, especially considering that this is your first time going solo for a jam (this is hard and you still managed to make something, well done!)
I see you're still working on a post jam version, can't wait to see how it turns out!
I can tell that you put a lot of thought into this game, and that's why I'm excited about the post jam version.