Disaster Dig by alpharock6
Dig and craft to find your way out of a procedurally generated collapsed mine.
Refine dirt into fuel, and metal into upgrades.
Play HTML5 Here!
Download for Windows Here!
https://twitter.com/gkgames


Inspired by Motherload, wanted to explore procedural generation and crafting/progression systems.
WASD to move/dig
'E'/'Tab' to interact and open Crafting menu
Probably runs significantly better with Windows download!
Have not full tested web build, use at your own risk!
Made in Unity \ Sprites in Aesprite
UPDATE LOG: 5/01/2021 * Added 2 text overlays to clarify controls in game * Moved player starting position a few tiles to the left and behind a wall so they have to start by digging to clarify controls * No gameplay loop changes
Credits: Dirt Tiles: https://startledpixels.itch.io/2d-pixel-platformer-asset-pack
Font: https://www.dafont.com/mister-pixel-16.font
Noise Library: https://github.com/Auburn/FastNoiseLite
SFX: "Construction, Jackhammer Excavator, A.wav" by InspectorJ (www.jshaw.co.uk) of Freesound.org Freesound.org collection
Music: Lafe King
| Link | https://kinggra1.itch.io/disaster-dig |
| Link | https://kinggra1.itch.io/disaster-dig |
| Original URL | https://ldjam.com/events/ludum-dare/48/disaster-dig |
Ratings
| Overall | 697th | 3.638⭐ | 31🧑⚖️ |
| Fun | 512th | 3.621⭐ | 31🧑⚖️ |
| Innovation | 1140th | 3.052⭐ | 31🧑⚖️ |
| Theme | 272th | 4.103⭐ | 31🧑⚖️ |
| Graphics | 1387th | 3.19⭐ | 31🧑⚖️ |
| Mood | 1215th | 3.268⭐ | 30🧑⚖️ |
| Given | 21🗳️ | 33🗨️ |
I was surprised when I pushed up and the little tank guy flew, there wasn't really any visual cue that he could float.
I've played more than 10 times but run out of fuel every time, even after I figured out what I'm suppose to do (I think), I don't have quite enough fuel to get the resources and return, and sometimes the random generation seems to make it impossible to get resources at all.
I suggest some easy tutorial tasks and more clear in-game instructions.
@shaolin-dave Definitely agreed! Tutorial info was one of the last few things that got cut at the last minute to try to submit... Perhaps I should include some more explicit controls in the description! As far as running out of fuel, you can make more by refining dirt, which definitely isn't super clear :)
Solid jam game - I'm not sure what the heat shield upgrade is for? Had some close moments on low fuel. I didn't see any bugs

@ayced Ah yay! I had been wondering if it was a bit long for a jam game, I'm glad you enjoyed it enough to reach the end! If you don't have the heat shield before getting ~100 blocks deep you overheat :)
I was just not that clear on how to refuel but I enjoyed a lot!
Good luck!
This reminded me of Factorio ; It took some time but I made it to the end!
I like that you can let stuff refine and while you go get more ore.
I found it easiest to just make a single super long shaft straight down so the route back up would always be simple.
I'm guessing the level is infinitely deep by the way it freezes every 16 tiles if you go too deep, I presume it is generating the next chunk. I decided to stop digging when it was taking a good 45 seconds to fall to the bottom of my mineshaft. I'm glad there was no fall damage.
BTW I played the web version and I hadn't problems at all :-)
@binaryprinciple Dig-Dug is an interesting comparison! I wonder what kind of enemies/combat could be added in to this :) Refueling was definitely a common cause of confusion, I added a post-submission patch with a a small tooltip the first time you refine just to make controls a bit more clear!
@bluedingo Ohh totally agreed! One of my stretch goals that got cut was to have the ability to craft the furnaces so you could set up mini-bases the further down you got!
@raynorr Thank you for playing!
@bqq Yess, building furnaces is definitely my #1 next thing I would want to add. Auto-miners is in interesting idea, could you elaborate more on that? That's a really good point on fuel too- I couldn't figure out a good way to store fuel since I didn't want the player to be able to carry it around as reserves in their inventory, any ideas there?
@random-storykeeper Haha yeah the music is a bit contrasting to the "disaster!" messaging, but I thought it fit the core gameplay loop/atmosphere pretty well. And yeah, I added the visual "hot layer" pretty late on and oops it definitely starts before the ice does :'D I'll have to check out Dig to China! Do you think the warning coming on sooner would be helpful there?
@ace17 Deeper and Deeper^2 :O Thank you and congrats on beating it!!
@pineapplegladiator Awesome, I'm glad the stress factor of the gameplay loop worked well!
@benjamin-leroy Thank you! I'm glad the exploration felt meaningful for you!
@cam-mrchl Hehe my Aesprite skills are definitely well beneath my coding skills :) Thanks for playing!
@someone Haha yes! You 100% nailed the implementation (and the chunk size as 16!). Unfortunately it wasn't totally "chunked" in terms of separate tilemaps because that made the dynamic dirt tile shapes much harder to adapt, so I took the small freeze tradeoff by updating the single tilemap in place 16x16 tiles at a time to keep the dirt looking consistent. 45 second falls sounds really deep, I bet the freezes were getting much longer down there :P
@viperux Ohp! You're right! I looked back at the editor and have a big gap in the red heat overlay! Whoops :D You must have dug really far down to find that! You're one of the first to find the "true" ending apparently :P Thanks for stress testing the Web build!
@boxedmeatrevolution Yes!! I was definitely making some nostalgia for myself, and I'm glad you enjoyed it too :) I feel like that was one of the key pairings in my head while working on this. The sell/purchase loop of Motherload was one of the only elements that I felt got a bit old so I wanted to add in a reason to hunt out particular materials :) I think I implemented it pretty well for extension of new content, so let me know if you have any suggestions, I'd love to expand on this!
@marc-jones I've heard Steamworld Dig mentioned a few times in the last week after making this, I really need to check it out! Oh, that's a really good idea- I think I was a bit too tied to the gameplay loop of Motherload with permadeath. If this game were any longer I definitely wouldn't want to punish death that hard and inventory drop seems like a solid solution