Dwarven Delver by cavedens

You're a lone Dwarf trying to dig and go deeper and deeper to find precious gems. Beware of venomous bats and falling rocks!
Use WASD or Arrow Keys to navigate through Dirt and Rock to get deeper into the earth to find precious Gems. With your superior strength one Pickaxe hit will break a dirt block and 2 hits will break rock. Collect the pickaxes left behind from other miners to improve yours so it takes less Stamina to dig. Feeling a little peckish? Eat a red cave Mushroom to restore your stamina. Make sure you beware of Bats because they will bite if you get to close. There are also cave-ins that happen sometimes so be careful of Falling Rocks.
All assets were created by James Fitzgerald (Cavedens) - Creatorship Games.
Game Created with GMS 1.4.
Artwork Created with Aseprite.
Music Created with BeepBox.co.
SFX Created with SFXR.
| GMS1.4 | http://creatorshipgames.itch.io/dwarven-delver |
| Original URL | https://ldjam.com/events/ludum-dare/48/dwarven-delver |
Ratings
| Overall | 551th | 3.321⭐ | 58🧑⚖️ |
| Fun | 592th | 3.098⭐ | 58🧑⚖️ |
| Innovation | 774th | 2.589⭐ | 58🧑⚖️ |
| Theme | 297th | 3.816⭐ | 59🧑⚖️ |
| Graphics | 391th | 3.526⭐ | 59🧑⚖️ |
| Audio | 271th | 3.464⭐ | 57🧑⚖️ |
| Mood | 532th | 3.109⭐ | 57🧑⚖️ |
| Given | 80🗳️ | 114🗨️ |
Do you think it might be a good idea to show the player where gems/mushrooms/pickaxes are in advance? I think mushrooms are sometimes visible, but only if they're behind a stone block... giving the player this information in advance might encourage a little more strategy. Maybe if they're within a handful of tiles or something?
However I feel like all of the assets were super well done, the music blended well with the sound design and the character felt like it looked good without being super distracting
Also I kept going to the middle of the screen to get the red gem that "appears there", and I have no idea how the boulders work.

I agree with other comments that it's a little random, sometimes you can just go straight down, I didn't see much contrast between "normal" rocks and special ones, and I still don't understand what should happen when it tiles spawn a bat or a skull.
But after understanding the objective, the game is quite fun. I would only make the objetices a little more clear, and make the special rocks a bit more visible so I can plan before going down.
Either way, even if I didn't quite understand the objective, the game triggered my lust for getting a HighScore, and I played it without having any less fun. The music are really cool, and I loved the graphics. So, High Five, your game was really entertaining.
Argh, this dwarf be delving deep. Or so I thought but I see that my hi score got smoked.
Good job completing a submission for the compo. I was really enjoying this game and got the hang of it pretty quick. I had to reboot into Windows to play the executable. So it'd be nice if there were a web version. I understand it's a Game Maker subscription issue.
Also I wasn't sure what the bats were doing. Do they take away stamina.
Again great job for a compo submission that was submitted early.
Graphics is pleasant and the tileset is clear. I really liked the music track, it definitely gave power to my dwarf. If I had one suggestion for improvement, it would be to decrease the role of luck. Right now - especially at the beginning where your dig strength is poor - your fate depends very much on luck. Your stamina allows you to dig practically only in a straight line down. So, if you manage to randomly chose where you start well - you live and advance, if you chose poorly - you find nothing or die. Maybe some higher starting stamina or some dwarven magic that would allow you to detect an approximate direction of treasure/danger like once per level.
Anyway, really impressive piece of solo work! Here is my most valiant effort:

Congrats!!
@jk5000 @phantom49 I'm glad you enjoyed it! Thanks for the feedback!
@lisichka So the rock in the middle is just a visual. It doesnt hurt you. The actual falling rock icons (skull and crossbones) are where you get hurt. The rock falling is just a visual indicator that you hit one. Hope you had fun other then that confusion. Thanks for playing
Great job on the visuals, I hope I can someday get past the 4th floor ;)
I managed to get 18 gems, although I pushed my luck a bit at the end and got killed unnecessarily.
At first I thought I was supposed to dig rocks and didn't get any gems for a while. Once I realized gems are also in dirt, I pretty much stuck to dirt and dove down as deep as a I could. My strategy on each level was the same: dig to the bottom the shortest dirt-only path so that I could escape in one turn whenever my stamina got low, and then dig horizontally along the bottom row.
The experience was good but it felt a little too random; I would have appreciated if something about each new screen caused me to change up my strats, like if I could see that some areas were high-reward that I want to get to, or high-risk of bats/caveins etc.
Nice job with your entry!
I understand and agree with not having things be immediately visible, but being entirely invisible makes them kind of moot as a game mechanic, the optimal strategy seems to just be dig to the bottom and then exhaust the rest of your stamina along the bottom row to maximize dug area. Strategizing around the most stamina-efficient path to reach the bottom is a fun little puzzle though, I would have liked to see more depth to it.
The music works well, manages to set the right mood, and the art of the little miner is just lovely, he looks so worn down by life and yet so cute.
Gameplay was enjoyable and the feedback loop well implemnted. I also like that you can decide on how far you want to take things - but sometimes it felt a bit too random to go forward with.
Overall I would love to play it again after you have iterated a bit on things that other commentators had already mentioned!