Dwarven Surveyor by Jimbly

Balance locating gems on the current floor against scouting out the next floor in this procedural puzzle game. A bit of Minesweeper-style deduction and a bit of luck is required. I highly recommend figuring out how to dig with the shovel to scout the next floor before descending down to level 2!
Play through a 10 floor "score attack" collecting as many gems as you can. Score attack uses the same procedural seed for all players and has an online high score list to compare your scores. Endless Mode (not recommended) will give you a new sequence of large levels every time you play.
Links * HTML5(WebGL): dashingstrike.com/LudumDare/LD48 * Source Code: Jimbly/LD48-dwarven-surveyor
Controls: Keyboard or Gamepad, all controls shown in-game
Screenshots:




-- Post-Compo fixes * Fix audio loading issues on Firefox * Fix inconsistent player movement and visibility at very low framerates * Fix generic UI button sound playing when triggering digging with Space or controller A button * Fix tool count position being inconsistent if you descend while at the bottom of the screen * Fix score getting in the way of seeing some levels * Fix auto-dig firing too soon for some players
Development Notes
Tools Used * Custom Engine: GLOV.js * Mtn Dew * Sprites in Piskel * Sound FX and Music in SONAR * The PICO-8 color palette * Fonts: 04b03 and Perfect DOS VGA 437
| HTML5 (WebGL) | http://www.dashingstrike.com/LudumDare/LD48/ |
| Link | https://github.com/Jimbly/LD48-dwarven-surveyor |
| Original URL | https://ldjam.com/events/ludum-dare/48/dwarven-surveyor |
Ratings
| Overall | 124th | 3.891⭐ | 34🧑⚖️ |
| Fun | 131th | 3.859⭐ | 34🧑⚖️ |
| Innovation | 120th | 3.891⭐ | 34🧑⚖️ |
| Theme | 35th | 4.344⭐ | 34🧑⚖️ |
| Graphics | 314th | 3.656⭐ | 34🧑⚖️ |
| Audio | 221th | 3.563⭐ | 34🧑⚖️ |
| Humor | 364th | 2.674⭐ | 25🧑⚖️ |
| Mood | 250th | 3.603⭐ | 31🧑⚖️ |
| Given | 32🗳️ | 36🗨️ |
@abrds Thanks! I like games with a sense of discovery, and procedurally generated games are great for that because even I can discover things while making it ^_^.
Got trapped on an island digging down with no drills left. Pretty fun!
@gnaro You can definitely have a lack of information, but usually a few well-placed shovels on the previous level would help a lot. But sometimes the level is just unlucky and you're faced with the decision of saving your resources for the next level, or taking a gamble. Sorry that it made you feel frustrated! Unless it was a *good*, "let's try that one more time" kind of frustration...
@uzpykes Yeah, I really like that too... my one playtester originally said the drill felt overpowered, but I really like the feeling of getting lucky and exploring what I open up =).
@kraemahz Aww! You had 6 unused shovels, next time, look before you leap? :D I did notice that spot while testing the seed used, and was worried people would be annoyed there's 4 gems they couldn't get to, but, at least someone managed to get those 4 gems!
@jason-wilson The gem sparkles are just a hint, no hard rule - the rule is actually that the level generates the sparkle veins, and then only places gems within those veins, so it's still possible to be a long ways away from an actual gem, but the continuous flow of them might help tell where gems might be. The sparkle veins are also fairly coherent from level to level (not sure anyone will possibly notice that ^_^), so can be used a bit to guess where gems might be on the next level too.
@esosek @milestone-games @pincushion @venezia Thanks for playing, glad you enjoyed it!
Also pretty cool that you included an online leaderboard! That actually made me try again. Got to 98 Score :)
That was fun to play! The music and art are cool and the machanics are totally drwarfy (I don't know if that word exists xD). Very good compo entry, well done! I will try to get a better score ^^

This is the favourite game I've played yet. Like the minesweeper mechanic but the level peeking is what makes it!
Liked the peak into the level below.
finding any resources further away(not marked by cracked rock) became guess work. Made it feel clearing a level was often down to luck.
@tezza48 Glad you liked it!
Some interesting mechanics. The peek down was a cool idea, though I kept forgetting about it.
The character seems to bounce back when you try to move sometimes which was weird. At first I though something was stopping you enter some tiles.
The snapping back is if you're standing on a tile boundary, it moves you off of it, in a, perhaps misguided, effort to help aiming, though I ended up adding so many indicators for what's going to happen when you dig it probably isn't needed in the end ^_^.
@kaminos Glad you got into it! As for the text, maybe just the lava one was humorous? I didn't think of it at the time, but definitely could have added a bit of a similar flavor to the rest, but mostly they were just there to remind people of the mechanics that weren't obvious =).
Good job :slight_smile:
@mariszin Glad you enjoyed it! Unless you get *very* unlucky, you should be able to make it to the bottom, though where your score ends up on the high score list is a different matter ^_^.
Cool stuff, and nice music / sound effects!
Ah, and I noticed the small parallax effect when watching lower floors from above :)
Glad you noticed the parallax - I tried really hard to convey a little bit of depth with that, but in the end it's pretty hard to convey information about 3D space in this kind of 2D, but hopefully it gave a hint that there was something underneath ^_^.