Prospector Paranoia by Kovi

* Story *
You're an entrepreneuring young miner off to make your fortunes in a seemingly untapped cave. You know it's full of goodies, but there's a reason for its eerie emptiness. The local miners say anybody who goes inside is driven mad, but that superstitious nonsense is just what you need to make your big break!
Go deeper into the caves to find better ores, and when you're satisfied with your hall go back the way you came (exiting the part you're currently in is enough to finish). Don't stay too long though, there may be something to those rumors...
* Gameplay - *
The objective of the game is to build up the highest score without being too greedy and losing it all. You get a higher score by gathering more ore fragments, with deeper and less common ores giving you more points. Just walk up to them and give them a few whacks by clicking in their direction and the fragments will start pouring out.
Gradually you will start losing your sanity, and strange hallucinations will appear around you. Getting near them will drain your sanity even faster, and your only salvation is to seek out more light, however even that will reach its limits when you've been in the caves long enough. Before falling into the deep pit of madness, make your way back to where you entered the cave to save your loot and achieve your high score.
*Controls - *
WASD - movement
Mouse - aiming
Left Click - Use pickaxe
* Changelog - *
1.02 -
Fixed bug preventing WebGL version from running
Fixed bug that overloaded players with Sanity
Fixed bug that made it easy for players to accidentally end the game early
1.03 -
Fixed WebGL version scaling issues
Fixed bug making cave doors difficult to enter
Fixed sanity drain bug
Ratings
| Overall | 539th | 3.333⭐ | 38🧑⚖️ |
| Fun | 577th | 3.129⭐ | 37🧑⚖️ |
| Innovation | 709th | 2.736⭐ | 38🧑⚖️ |
| Theme | 248th | 3.889⭐ | 38🧑⚖️ |
| Graphics | 325th | 3.625⭐ | 38🧑⚖️ |
| Audio | 268th | 3.471⭐ | 37🧑⚖️ |
| Humor | 560th | 2.133⭐ | 32🧑⚖️ |
| Mood | 289th | 3.514⭐ | 37🧑⚖️ |
| Given | 25🗳️ | 48🗨️ |
I don't know if I was doing it wrong, but standing next to the lights on the walls increases your sanity bar a little too slowly - and needing to only go to the last door to exit the game seems too easy. I think there is some balancing to do.
Really liked the mood of this and definitely impressed by the amount of animations and sprites that you produced in such a short time. I wish the exits had some distinct markings but that's pretty much the only thing I had problems with.
Well done :D
- There's nothing preventing the player from running past all ore and simply going deeper. There should be some requirements (a key, a price, something) to allow progress.
- The mining itself felt ok, could benefit from some better hitboxes and user control fluidity.
- Player upgrades is a big must-have for this sort of game. Faster motion, faster recovery from mining swings, mine ore in fewer swings.
- I was unclear what my "end goal" was. Some sort of mining deposit cart and a counter of my current $ value would be nice as a reminder of how well I'm doing before the game end.
- Add a sanity meter on screen and give the player a means to reduce their sanity by mining -> buying sanity potions -> repeat.
My main piece of feedback is that the amount of sanity given back when standing next to a light is incredibly slow to go up, and it seems as if you're powerless to do anything about dying once you've gone deep enough. Perhaps instead of instantly losing, reaching 0 sanity could turn all the lights out and cause hallucinations to start chasing you down - which means you'd still have a slight chance of escaping with the right amount of skill and luck.
Regardless, I loved the art and music, and the sound design was solid. The mood was spot on. Good Game!
@samguy I definitely agree. The original plan was to have a small number of items you could find and use, such as kindling to start a fire that would create more light, or a collectable item tucked away in a corner that would permanently offset some of the sanity drain. Unfortunately most of this game came together in the final moments (there were 0 levels less than an hour before submission!) so a lot of the concept was cut out. I was trying not to burn out on my first game jam, but I do regret not pushing a bit harder to get more of that in.
@the-neon-shark Fantastic feedback, thank you! The original plan was that the sanity drain of later caves would be prohibitive without finding things throughout the earlier caves (unimplemented items mentioned above), but unfortunately I just didn't have quite enough time to make that vision a reality. I do really like the idea of taking things back to a mining cart as a sort of intermediate step, I think that would be a great addition if I do more with it.
@squeg-inc That is an amazing idea! I originally had bigger aspirations for the lose screen, but I hadn't thought of including a last ditch way for players to save their run. That would be a fantastic bit of tension that is sorely needed in the current version. If I continue with this that is definitely going on the todo list!
@thezingthing It's definitely a bit shallow at the moment. The score does show on the "win" screen if you exit before going insane, as a sort of show of success. I do agree the lose screen is pretty disappointing in its current state though and should at the least also show the score. A retry button is definitely needed as well, I did actually add one but it had to be removed right at the end as it was causing too many problems for me to resolve in time.
Anyways, some things could be improved, but the current game is already pretty great, so good job !
I hope you can have fun using this project as a post-jam testing ground for those bigger ideas you didn't get to! Nice work!
Graphics are good, I feel the oppressive mood of the game. I don't like the controls a lot, but I really don't like 2D games that uses keyboard to move and mouse to aim, it's confusing for me. FPS on the other hand...
Anyway, the game is good.
@piopio-juegos Yeah, you successfully end a run by going back to where you entered the cave from. Unfortunately I completely ran out of time to make these spots clear so it's incredibly easy to stumble in by accident, or forget where you came in and be unable to find it. Definitely a significant issue that I just wasn't able to resolve in time.
@nocymer It's a great idea for a mechanic! The character should turn to face the direction of the mouse (well, left/right wise at least), though I would not be at all surprised to find there's a bug with it somehow, especially since someone else also had that problem. I'll have to see if I can replicate it.
@mudlee The character direction should vary depending on the mouse position, since you use that to kind of aim where you're mining. There could absolutely be a bug though since you're the second to mention it, I'll check it out. I definitely wanted to make the interactions with the hallucinations a bit more involved and responsive, including attacking to fend off weaker ones, so I think you were absolutely right to try it. What I would've given for a few more hours on the compo!
@pxldev I agree. The first level was meant to be a bit more instructive as a tutorial, but by the time I got to making the levels I had so little time to work with that it ended up a bit lacking. Definitely something I would like to improve on.
Really nice job though for the time allowed!