Mineshaft by Pez4251
Take on endless waves of roaches as you travel deeper and deeper into the mineshaft.
Made over about 24 hours for the game jam, this is my first jam, excited to hear some feedback with ways this game can be improved on, and tips that will help with my next game jam will also be much appreciated!


Update (1:30PM EST 26th)
- Added laser to make seeing where you are shooting a little easier.
- Cards are now shown but there are only 2 now.
- Platform moves a bit faster to make for less idle time between floors.
- Did a little rebalancing.
- Brightened it up a little.
| Link | https://pez4251.itch.io/mineshaft-attack |
| Original URL | https://ldjam.com/events/ludum-dare/48/mineshaft-attack |
Ratings
| Overall | 833th | 3.56⭐ | 27🧑⚖️ |
| Fun | 524th | 3.6⭐ | 27🧑⚖️ |
| Innovation | 1242th | 2.98⭐ | 27🧑⚖️ |
| Theme | 274th | 4.1⭐ | 27🧑⚖️ |
| Humor | 1140th | 2.391⭐ | 25🧑⚖️ |
| Mood | 1174th | 3.3⭐ | 27🧑⚖️ |
| Given | 70🗳️ | 6🗨️ |
I would love to feel more progression during the waves, maybe a counter, maybe a meter that fills up from kills (that way the player would feel like he's flling a quota or something)
I would recommend either revealing the cards before the player makes a choice, or giving the player an upgrade without making them pick. Making a choice between three options but not knowing what the options are isn't really making a choice. It's just rolling dice.
I would also recommend making the early waves very short. If there's not much peril to the player, there's not much tension to keep their attention.
Nevertheless, this was well-put-together.
The balancing is ok, if you get the right upgrades, you can make it past a few waves and it's fun.
The only thing I don't get is why you used a vectorized background, it goes against the nice pixel art aesthetic you have in the rest of the game... I'd rather you left it black.
Still, nice work !
- Added laser to make seeing where you are shooting a little easier.
- Cards are now shown but there are only 2 now.
- Platform moves a bit faster to make for less idle time between floors.
- Did a little rebalancing.
- Brightened it up a little.
I think the upgrades are not all balanced. Damage and fire speed is much superior to all the other options. I think an ammo system would go a long way with upgrades such as reload speed and ammo capacity would balance fire speed cards.
I can see the movement speed and health cards being useful if there were ranged enemies that you have to dodge.
Gameplay aside, I really like the overall visuals, the lights and the shooting sound is satisfying.
Honestly I would pay money for this game if it gets developed further with more general content. Different weapons with separate playstyles, more enemies with varied mechanics, bosses maybe.
Cool for first jam)
Overall this game has potential to get developed even farther.
For your first Ludum Dare game it is very solid (better than my first game). For LD it is important to prioritize a working game and add more features at the end when you have time left. (I still struggle with this part...)
-Sound when bugs die.
-Damage card is too overpowered and makes the game too easy by round 15.
Anyway I enjoyed the game and you can upgrade a lot of stats. Good Job.