Rover in a Hole: The Quest for the ULTRA STONE by windfall890
Send your Rover out to mine the riches of these Alien Depths! Use your l00t to fund tougher and faster equipment! Dig to the core on your mission to find the exquisite ULTRA STONE.
CONTROLS:
- ASD/Arrows - Dig Down/Left/Right
- R - Teleport to surface and sell cargo
M - Toggle Mute Sound
<3 with love, Team PPTENT

Dig down!

Seek Riches!

| itch.io | https://codemonkeyzero.itch.io/ldjam48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/rover-in-a-hole-the-quest-for-the-ultra-stone |
Ratings
| Overall | 1142th | 3.389⭐ | 38🧑⚖️ |
| Fun | 1084th | 3.236⭐ | 38🧑⚖️ |
| Innovation | 1529th | 2.743⭐ | 37🧑⚖️ |
| Theme | 290th | 4.083⭐ | 38🧑⚖️ |
| Graphics | 1058th | 3.556⭐ | 38🧑⚖️ |
| Audio | 1048th | 2.986⭐ | 37🧑⚖️ |
| Humor | 1262th | 2.224⭐ | 31🧑⚖️ |
| Mood | 1406th | 3.109⭐ | 34🧑⚖️ |
| Given | 34🗳️ | 48🗨️ |
Tldr: This game is satisfying to play, and i'd love to see the idea expanded!

Really what it is is that the economy is overbalanced at the start. It was my first time designing an upgrade system and level generator and geometric scaling for balance. I learned a lot from this try, and I have already noted some post jam adjustments to make the economy more fun.
The puzzle mechanic of accidentally rushing past important loot is intended to be a 'doh' moment, but it comes very late. i would rather it happen in the top 15ish blocks to not feel like Im wasting the player's time for a whole doomed run!
Thanks so much for the feedback.
The lowpoly style from @zerocomms really set us on track for this jam.
As a completionist, I didn't fall for the trap, but because of that, there wasn't any real thinking or strategy involved. It revolved around: mine layer or two, teleport, buy drill upgrade, buy speed/cargo upgrade if extra money available, and repeat. I actually think having unlimited cargo would actually make it a bit more difficult. It would make you think about when to go back to buy upgrades and how to snake out your mining. You could make the drill more expensive to compensate.
The rover is cute. The graphics, though simplistic, were fairly easy to understand. I'm not entirely sure how the colour correlated to the value of the gem. Maybe some sort of a legend would help us decide which gems are more worthwhile going after.
The drilling and movement sounds fit perfectly and even synced up with the speed which was great. The background noise was kinda meh. It fit the theme of a barren planet, but it would have be nice to have a consistent "alien world" music track. You could just say the rover was playing it to set a mood as it worked away.
The initial speed of the rover kinda feels clunky, but once you get some of those upgrades its pretty satisfying. Even though the game uses a grid system, at higher speeds it feels almost fluid, which is so so nice.
But yeah, fantastic work. I'd love to see where you go with this or any other games you'll apply what you learned while making this.
@nounka, @chimp, @snip-man thanks for the play, hope you had a nice few minutes of peaceful digging!
The economy balance didn't get hammered down until _moments_ before launch. as a 2 man team of young dads, its pretty much impossible to predict how much polish time we were going to have, so we chipped as many small touches in as we can. Stuff like sound effects were only iterated on once! while we made several passes at rover movement (and very glad we did)
I definitely wish we had gotten in some chill alien music, more dynamic and interesting spawns, and another mechanic or two.
If there is one thing I wish had panned out better for what we did end up shipping it would be difficulty. In the final moments I threw the balance lever to "super easy" to make sure the level could be completed and resigned myself to leaving it as a chill experience for the jam.
@ZeroComms adorable rover ended up cementing the entire aesthetic, we rallied around it midway through design and he really gave the game a lot of personality.
We are actually working on a refined post jam version, and we will update the links here to include one once we get back to it! We are prioritizing difficulty and variety and looking to add a new mechanic for falling, then double down on the cute rover with animation and extra doodads.
I managed to get a pretty flexible level generator done for this, so I don't think it will be very hard to add some variety to it. I just played it very safe for the short deadline.
Also you are so right, Jam games (and working on a small team) have forced me out of my comfort zone in wonderful ways. For example this is the first 3d project where I didn't use built-in physics or colliders, and the first time I have used Unity ScriptableObjects for data _and_ for pub/sub event architecture. Also the first time I built a scaling upgrade and econ system. Most of my projects until have been simple puzzle/action physics games.
- Going back to base each time was a bit anoying, not that much but a bit
- Movement speed boost is not that useful becuase nothing chases you, maybe you can add something that makes it worth buying. Otherwise, slow movement speed feels more like an inconvinience
- I kind of blocked the game, I dig straight down from the first tile after the base and reached really deep where there were rocks that I could'nt break :( and I didn't had any money to buy more drilling power!. Maybe you can add an ability to rebuild a block in order to make a bridge or detect this situations an trigger a game over
I really liked the idea and the execution!! You did a great job, congratulations! :D
It was a bit too slow to move and dig and I think it could likely have been sped up to be twice as fast.
not great, and hope I can dig deeper at one time , anyway nice job :smirk:
I find it pretty entertaining and manage to complete it https://prnt.sc/12iv871