Carriere by Morricore
Inspired by minesweeper, but made in 3d, somehow in less than two days solo

How to play
Goal of the game - reach the bottom at the same time gather maximum score. Score points given by opening blocks with mines near them.
To move to layer bellow you should open this block.

Updates
- Reduced chance of instafail on first step
- Refactoring with making more modern raycast. Maybe fixed something, maybe broken something. Wanted to fix another instafail bug. Mirrored digits over blocks.
- Moved arrow one block higher, so now it's visible. Increased box around arrow too.
- Bombs count himself. Experimental fix. Can go back.
Updates to do after ludum dare
- Camera rotation
- Sound
- Gradation of color for the blocks of same material on different levels
- Another score system
- Menu scaling
- Mobile support
- Custom difficulty settings
- Infinite survival mode
| HTML5 (web) | https://morricore.itch.io/carriere |
| Original URL | https://ldjam.com/events/ludum-dare/48/carriere |
Ratings
| Overall | 1464th | 3.194⭐ | 38🧑⚖️ |
| Fun | 1217th | 3.143⭐ | 37🧑⚖️ |
| Innovation | 543th | 3.542⭐ | 38🧑⚖️ |
| Theme | 794th | 3.736⭐ | 38🧑⚖️ |
| Graphics | 1412th | 3.153⭐ | 38🧑⚖️ |
| Mood | 1704th | 2.618⭐ | 36🧑⚖️ |
| Given | 18🗳️ | 18🗨️ |
design wise, i think in cases like this it can be a bit hard to tell which blocks are on the second layer and which are on the third:

also, minesweeper makes it so that the first tile the player clicks is guaranteed to not be a bomb. there were some rounds in carriere where i hit a mine in the beginning, losing immediately. i think implementing a function like in minesweeper would improve the experience.
i'd love to see this expanded into a more complete game with sound effects and such. really fun game. great job!!
> I like that you can descend to the next level as soon as you find the arrow, so you don’t always have to solve the final tricky part. @rose
By adding layers I tried to add different game styles to classical formula, with the fact that you can't return to layer higher. I think you understand that it let's you be greedy for points or try to collect relatively safe amount.
> It took me a bit to get the hang of telling which tile/gap each number corresponds to. @rose
Yeah, I'm still thinking about returning to classical mechanic.
> I wish there was a way to mark tiles that you know are bombs, though. @rose
> seconding what rose said – it would be nice to have a way to mark bombs. @frogmen
> also, minesweeper makes it so that the first tile the player clicks is guaranteed to not be a bomb. there were some rounds in carriere where i hit a mine in the beginning, losing immediately. i think implementing a function like in minesweeper would improve the experience. @frogmen
> the ability to rotate the camera @yokoonfire
> Also auto revealing 0 tiles as in the original 2D version. @carko
Yeah. I fully agree. Didn't had strengths in the final hours to fix it. I think I can fix it, if I will make final version of the game.
Tbh, had only evening and day left, when I became able to enter the jam. Actually, firstly I worked on some kind of asynchronous online game about looking for/discussing things for deep sense, but using only tags. Stopped because of database issue. I don't even really had playtest before final hours.
> design wise, i think in cases like this it can be a bit hard to tell which blocks are on the second layer and which are on the third:
Oh, that's real issue. I think I can fix it and improve art style adjusting color of same blocks on different levels.
> not inverted numbers @yokoonfire
Can you please explain what inverted numbers mean? Like horizontally?
> At first I thought it was a 3D version of the minesweeper, but it is not. @yokoonfire
> A little tricky to get used to at first @adamjn
I really changed mechanics and was not sure that for better. Actually thinking about making revealing blocks mechanic more classic.
Actually I thought about powerups mechanics, like ultra rare one mine resistance and more common ones, like ability to reveal some tiles and so on. Current game architecture made with flexibility that can easily allow it. I think it will make it even more unique and interesting.
The execution is good for a compo game!
The graphics are nice and clear, I had trouble with not being able to mark bombs at first but it stopped being a problem after a few games.
Great job too on offering different difficulty settings.
I understand that you made changes after the submission? I guess that to be fair with everyone it would be great if you indicated it, or gave access to two versions: jam and post jam.
Thanks for the game!
But yeah this was actually a good idea :thumbsup_tone1:
> Chipping away at a 3D Minesweeper: very cool take on the theme! I think it could be even better with authored puzzles ala Picross and Hexcells, rather than randomly generated ones. A big ask within 72 hours, I know.
In less than 36h + few post-release patches, actually. Thanks for direction of possible development.
@doot
> The graphics are nice and clear, I had trouble with not being able to mark bombs at first but it stopped being a problem after a few games.
I'm still not sure good it or bad. Maybe absence flag - one of those things that make game different, or it's just absence of quality of life thing.
> Great job too on offering different difficulty settings.
Haha, after all those games that I can't beat in reasonable time, I decided that it's something 100% required to have easy way to enter.
> I understand that you made changes after the submission? I guess that to be fair with everyone it would be great if you indicated it, or gave access to two versions: jam and post jam.
Oh, yes, I will provide that later.
@purpledartfrog thanks)
> not a compo game wink
> But yeah this was actually a good idea thumbsup_tone1
But made in less than compo time + few post-release patches.
@lamamour thanks) One dude even recommended me to add infinite survival mode with camera movement. I think it wholesome idea, if to combine it with power ups system.
First time I failed because I expected that the second mouse button will "mark" the mine, not reveal the box.
Second time I failed because I didn't realize the number counts only mines around and it doesn't count itself (somehow when I saw 0 I started clicking mindlessly and the 0 box contained the mine).
Also I imagined that it would be a 3D minesweeper (counting mines also bellow and above), but it seems more like multiple "levels" of the regular minesweeper. Although I understand that making it really 3D would be hell in showing all the necessary info to the user - it would get messy pretty quickly.
But it's an interesting idea, as soon as I saw the blog post I knew I need to play it :)
Also, current difficulty settings
| Difficulty | height | width| length | mines per layer | shafts per layer |
| ------------- | ------------- |
| Easy | 3 | 5 | 5 | 2 | 4 |
| Hard | 5 | 5 | 5 | 4 | 2 |
| Good luck | 6 | 7 | 7 | 10 | 6 |
Seems with this change game feels way more fair, so I can tweak settings.
https://youtu.be/a8_rMK7Mlwo
very cool game!
It happened several times that I got a "yellow arrow" block on the first open block when I got down a level. Once I got it 3 times in a row in normal mode.
Here is my LP :slight_smile:
https://www.youtube.com/watch?v=XGYmYdhMGRE
If that is just 2 days solo, try do a compo next time. Ha!
That is my highlight:
