Dwarf Inc. by Matthieu Riboulot
A dwarf mine management game. To complete the game you have to achieve a 10km mine.

"Hey Boric, how deep do you think you can dig?"
It goes without say that dwarves have business sense, and the bet to dig deeper and deeper might as well be the basis for a whole company... Dwarf Inc.!!
Manage your dwarves, and get as deep as you can, but beware of the dangers of the underground world!

Hints/Tutorial:
Miner brings you Gems
Merchant transforms your Gems to Gold
Brewer transforms your Gold to Beer
Cook transforms your Gold to Food
Manager is necessary when you have too many dwarves (will lower Miners' output otherwise)
Soldiers are very useful when bad events will eventually pop up
Food and Beer are consumed by each dwarf.
Don't overinvest in start, don't focus too much on Soldiers and don't buy too many Brewers/Cooks as they have a cost by tick. And feel around a bit before speeding up the game!
| Link | https://matthieu-riboulot.itch.io/dwarf-inc |
| Link | https://matthieu-riboulot.itch.io/dwarf-inc |
| Original URL | https://ldjam.com/events/ludum-dare/48/dwarf-inc |
Ratings
| Overall | 380th | 3.845⭐ | 31🧑⚖️ |
| Fun | 578th | 3.569⭐ | 31🧑⚖️ |
| Innovation | 1055th | 3.103⭐ | 31🧑⚖️ |
| Theme | 406th | 4⭐ | 31🧑⚖️ |
| Graphics | 254th | 4.276⭐ | 31🧑⚖️ |
| Audio | 181th | 4⭐ | 31🧑⚖️ |
| Humor | 209th | 3.741⭐ | 31🧑⚖️ |
| Mood | 584th | 3.732⭐ | 30🧑⚖️ |
| Given | 51🗳️ | 32🗨️ |
But overall, a cool idle game! Don't see a lot of those in game jams. Art looks great, and UI is intuitive.
A short tutorial would be greatly appreciated, as it looked really awesome!

Loved the numerous shoot-outs and log messages, everything was on point and goblins still stink. Gameplay was good enough, on the maximum speed it was a decent dvarfish frantic management simulator. Although events felt a bit interruptive at times.
(I love these fonts :heart:)
The art is beautiful, and the game is quite fun to play, at least until your numbers just start to go ham :slight_smile: The only thing I can mention is that honestly, while the shaft news are a nice little touch, they didn't add much for me personally. Furthermore, on max speed, the events would sometimes keep interrupting and I wouldn't even have time to slow it down again ^^
I ended up digging down 250k meters :smile:

Incredibly amazing art in the game! Commercial quality for sure!
However, the gameplay is what needs most love in any possible further development.
When pressing the fast forward buttons, I got endlessly stuck in a loop with low resources and the messages popped up faster than I could change the game speed back to normal. The game speed buttons have very little feedback on them which one is even active, which is a weird feeling compared to how polished the UI art otherwise is.
I wanted to love this game as it's an amazing "clicker" game, but it's unplayable with these random popups that basically bug the gameplay out of existence.
Also, I atleast didn't see any even if I moused over things, sorry if I missed it, TOOLTIPS would be nice to tell what each worker really does.
I'm sure everyone knows what a clicker game is, and the developer certainly most often knows what's going on in their game, but for a person who just jumps into a game it's very hard to get to know what amount of workers they can hire, so perhaps gradually opening the workers available would be better than just letting the player click all of them right away and get into financial or beer troubles.
If further developing this game, consider putting most work into:
- the feedback and visuals of buttons
- tooltips and other small information bits to help the player understand the game
- a short tutorial
- gradually unlocking different worker types
- make the shaft news just be speechbubbles in the mine view on the right, and replace shaft news with tooltip information or other interesting statistics
- change how the pop-ups work so that it doesn't interrupt gameplay or stop the user from using buttons
I really want to play this game, but in its jam state it became unplayable for me. :(
Good work though! Solid base!
I'm sorry if these issues only arise in the browser version, because that's the version I only played.
We'll keep all your remarks in mind if we get the occasion to develop the project further :blush:
Shout out to @laserhydra, when I saw 250km I couldn't believe it, really glad to see you enjoyed it to this point.
@mauriciomunky thanks for your comment. You're right for the music, unfortunately I had to produce it quite fast, literally in the breaks between art and sound design production ^^'
@roikku thanks for the feedback, the issues you brought up are mostly known to us and we couldn't fix them due to the time limit. The main difficulty, I reckon from what I've observed, mostly concerns people who dive right in and immediately start hiring away without groping around to get a good balance, especially if they put the game in a fast forward state early. We put some hints in the description of the game to try guiding the players a bit more.
Oh and yeah I actually sang the title screen song :stuck_out_tongue:
Edit: I agree that mouse-over tooltips would go a long way to helping figure out what to do :)
Really need the ability to pause after an event so you don't get stuck in a loop of clearing the event and it instantly repeating (i.e. running out of beer)
Great art and sound, and very few UX issues given the time you had to do the game
Big GG o/
But I missed more events, more background elements in the dungeon area.
The economy is simple, there is no challenge in it.
Here is my playtest:
https://youtu.be/OdyD5HM-wV4