Beepo's Shop by itsBoats
Drill your way deeper and deeper as you search for powerful artifacts to power your ship.
inspidered by the flash game, Motherload
Move: WASD or Arrow Keys
Drums?: Q & E

Design, Programming, and Graphics by me! Sounds and Music from various sources
Bug Fixes - May 1st
-Lowered the overall volume (it was so unintentionally loud that I'm counting it as a bug too. I moved my audio source onto my audio listener near submission time and it made everything way too loud)
-Fullscreen works properly now
-Controller analog sticks worked at one point in development so I put analog stick support back in (you won't be able to use the shop, drums, or restart with the controller so you might as well use wasd or arrow keys. I will add further controller support after Ludum Dare is finished)
-Fixed Hull upgrade not working for horizontal movement
| Link | https://itsboats.itch.io/beepos-shop |
| Windows (is free) | https://itsboats.itch.io/beepos-shop/purchase |
| Original URL | https://ldjam.com/events/ludum-dare/48/beepos-shop |
Ratings
| Overall | 13th | 4.404⭐ | 59🧑⚖️ |
| Fun | 15th | 4.412⭐ | 59🧑⚖️ |
| Innovation | 334th | 3.759⭐ | 58🧑⚖️ |
| Theme | 63th | 4.377⭐ | 59🧑⚖️ |
| Graphics | 294th | 4.237⭐ | 59🧑⚖️ |
| Humor | 718th | 2.917⭐ | 50🧑⚖️ |
| Mood | 243th | 4.073⭐ | 57🧑⚖️ |
| Given | 115🗳️ | 138🗨️ |
It took me a bit to figure it out, but once I got the hang of it, playing **it was really a blast**. The gameplay loop is great, so much so that I think I'll probably keep playing for a bit longer :grin:. This one is definitely a candidate of mine to be on the top games this jam (for me, at least).
I don't know exactly what it is, but playing it there's just something that... "clicks" in your brain, then you disconnect and start going at it pretty much by instinct, just chillin' & drillin'...
The art is **simple but elegant**, with a reduced color palette and simple shapes. Great idea, great design, and great execution!
:x: It took me a couple of failed "runs" to **understand** how do the ship's mechanics work (particularly its health and fuel attributes). The game's description both here in its LDJam page and in itch.io is very lackluster, I think it could be improved.
The first few times I kept dying because I thought drilling through certain blocks was achieved by matching the color of the ship's drill to the color of the block. If it serves only a cosmetic purpose consider informing about it :stuck_out_tongue_winking_eye:.
@train27 Chillin' and Drillin'! I like that xD Thank you for all the input! The health part is the only thing that really changed from my original design plans and I knew it was still going to be less clear than other mechanics (that's why I ended up using a jarring damage sound that probably feels a little out of place haha). With that said, I updated the pages to explain some of the mechanics better. I was just too sleepy last night haha
The music is just something I came across on Adobe Stock:
https://stock.adobe.com/search/audio?k=331832405
The instructions page got me worried thinking it was a complicated puzzle game but it's really self-explanatory once you start. :p
Very difficult but I can see myself trying for hours, this is super fun! Can't see a single thing wrong with it.
The gameplay is just so smooth, and I caught on the mechanics fairly quickly through some trial and error. Really delightful little Jam game.
Your handling of a simple aesthetic is flawless and I wanna see you just fully release this. Clean up what you didn't have time to finish and just get it out there. Put it on Newgrounds. 100% chance it'll get frontpaged. GET THIS IN FRONT OF PEOPLE'S EYES BECAUSE IT IS AMAZING AND MORE PEOPLE NEED TO SEE IT.
I think there's a bug with the hull; I was able to move upwards basically any amount of tiles without taking damage (moving up, but not directly to the surface), but moving sideways would still damage me.
I have some questions about the design of the game's systems... I was surprised that you could dig upwards; is this just an easier Motherload? Ah, but then I realized you zoomed through already-dug hallways, taking damage -- neat! I wonder how this affects the gameplay! but... moving through hallways takes the same amount of gas as digging through dirt? That seems odd, and also it doesn't encourage digging careful tunnels. It seems to me that the zooming mechanic is the main difference between this and motherload, so it's a shame that mechanic doesn't change the gameplay very much.
Is there any point to upgrading your drill? the ores are pretty worthless, compared to the gold that's everywhere.
I hope this doesn't sound to negative! I really enjoyed the game as-is, you did some great work. I suspect I just prioritize mechanics over chill atmosphere. (The atmosphere _was_ very chill!) great game!
Onto design choices:
**Digging upward**: if you didn't keep backtracking in mind as you descended, you could easily get stuck trying to make your way back. Also I haven't played Motherload in years so I forgot you couldn't even dig upwards haha. I also wanted to kinda have a fresh mind when I started working on this. I think when you are using another game as inspiration, it's easy to just make an unoriginal clone and I wanted to do something different. I have a couple ideas for making it so you can't get stuck, but I think overall I still want the player to be able to dig upwards. (probably not while you are over max capacity like it currently is right now)
**Moving through tunnels uses the same amount of fuel**: I plan on making it use less fuel when I start doing updates. Right now fuel is stored as an int and it was just easier than changing it to use a float to make moving each tile use less than 1 fuel. I definitely still want moving through tunnels to cost fuel though
**Upgrading drill**: you can easily finish the game without upgrading your drill or hull, but both can help a lot depending on your playstyle. The drill will definitely be more worth the purchase in the future (level gen isn't really where I want it to be in its current state). The hull upgrade probably won't be changed, but it's nice to have to be able to make long tunnels for faster travel and will work well with the reduced fuel cost
Bug:
**Moving Upward doesn't deal damage**: ~~Moving to the surface from any distance doesn't damage you, but that doesn't seem to be your problem. I haven't been able to reproduce taking no damage when moving upwards into another block though! :shrug:~~
I misunderstood what you meant! I thought the vertical part was the problem but it was the horizontal one! I found the issue and I'm working on the update now
Thanks for playing! It didn't come off as negative, I definitely have a little bit more work to do on it, but everyone's feedback is what will shape the updates so I appreciate all the comments xD
@squidly Thanks for playing my game on stream! It was awesome finally watching someone play it <3! I'm looking into some of my options, but I think I'm going for a steam release. Open to hearing arguments for posting on Newgrounds instead though if you have objections
@fupi Fun fact: One of the first things I programmed was the head bobbing and blinking for Beepo :P
I for sure need to update the instructions page again though xD it's hard to find a good balance
@teenythanos @lordsylvestrion This was my first game jam and I was really nervous coming into it, but I got into a good rhythm and this turned out way better than I could have expected (this is probably the most complete game I've made haha)!
@gazal @shin0nome @bauke-regnerus Glad you guys like it! I was able to finish most of the game mechanics on Saturday so most of Sunday was spent on polish, the ending, and the random (but still important) drums + meditation tree
Love the minimalistic artstyle, very clean, very readable and very charming. The movement feels snappy, responsive and I always knew how my little drill friend would move. The HUD was very nice and simple and told me exactly what I needed to know, along with the shops UI, to the point!
Really fun loop of digging deeper, getting more money and then making your way speedily up to the surface. I think if there's one thing that you do so well that I've seen other games struggle with, it's the movement back to a shop. A lot of games will use the same movement type for all forms of travel, so it's nice that the fact our little drill throttles it on straight lines, means it works SO well for upward travel, and then when it digs, its block by block. So top marks for that.
With only a bit more polishing and it possibly being expanded upon I could really see this on the Nintendo Switch or Steam!
Really really solid entry and great job on making such a polished and fun game :D.
I lost a few very deep runs to what I *think* was some sort of bug that makes you consume extra fuel (no recording cant confirm for sure, but it happened multiple times to me where I had significantly more fuel than I was deep, and ran out of fuel partway to the surface going up one of my ladders (up, left, up, right, up, left, etc) I sort of suspect that quick inputs might somehow lead to erroneous fuel consumption. That or I'm somehow really bad at comparing which number is bigger than the other number.
The depth at the top is just your distance from the surface. It doesn't take your tunnels into account and moving left and right also consumes fuel. It sounds like maybe you weren't taking horizontal movement into account but I also just did bug fixes today so I could have introduced more bugs haha! Gotta go to bed, but I'll look into it more tomorrow!
Also, I was doing stuff on and off while DragonTheoryGames was streaming your game so I missed out but he seemed like he was having a lot of fun on yours! I'll be streaming a lot tomorrow if you want me to stream yours. I'll be playing/rating/commenting it for sure either way!
I also really like the art style and the subtle things like the shop keeper's head bob animation. Yeah, I saw your post about some of the little tweaks and tips you had and that's what brought me here in the first place lol
Lots of fun, and I could see this turning into a fun game with a bit more polish and balancing.
I had so much fun playing, the graphics are great and the music fits perfectly.
After I saw that the ore doesn't give more gold than the gold patches, I didn't bother taking them anymore.
I would have liked to get money only on ores. It's great that there are more types of ores and each gives more gold, but are not as good as gold patches.
Overall fantastic game, great job.
Sounds and Music are on point, and give a nice relaxing mood to the game, while the stress of managing both your fuel, health, and time/moves keeps you on the edge.
Feedback:
- (Minor) I didn't understand the damage mechanic until now. I read it as "you will be damaged every 10 tiles" not "you will be damaged if you move > 10 tiles in a move"
- I had an issue where I couldn't collect any ore - I'm assuming this was the Cargo getting full? (I didn't read all the notes before playing). Maybe having the window fill as the cargo does would be a good indicator to the player?
I do hope you continue working on this, will be one to keep an eye on :)
Overall:5.0
Fun:5.0
Innovation:5.0
Theme:5.0
Graphics:5.0
Humor:5.0
Mood:5.0
This game is superb!
The user input is super quick and responsive- feels very good. I really love your upgrade loop and item-hunt pattern... very good design here! Very beautiful simplistic artwork that is very thematic and aesthetic- I felt like I was in this world. Superb game!!
I will definitely recommend this to my fellow devs! :)
You can find the timestamp of when your game was played here: https://tinyurl.com/LDJAM48-ursa
It took me a good while, but I won :D


Some remark: it was confusing that ship moves all the empty blocks under ground because ship moves only 1 empty block in the opposite direction to the shop on the surface.
Nice entry!
Here's where we played it on stream: https://www.twitch.tv/videos/1018587431 starting at about 2:34:00ish.
However, I find myself getting a bit tired when spamming the arrowkeys so much. Maybe making it so you can both use WASD and the arrowkeys so you can use 2 hands? Or maybe if you can hold shift or something to toggle holding to drill? I found the game got into a higher difficulty curve once you have acquired 2 upgrades since fuel and money get very scarce since you have to dig so deep to get big earnings. Maybe introducing another currency or being able to use the artifacts to upgrade your ship would solve this gameplay switch?
Being able to revive would be nice but it might fundamentally change the game if you could. Resetting your progress feels bad but since the game is fun to play, it doesn't last long until you end up digging again. My only problem with the gameplay is how the drill uses fuel on the surface. I feel like the surface should be a place to relax and plan your next move compared to the fast-paced and quick-thinking of the underground.
Great game! Good work!
**WASD + Arrow Keys**: you can already use both at the same time! It wasn't really by design, I was just trying to give a couple different options for controls but I watched a streamer go through it pretty quickly with the double input strategy xD. I also plan on having an "Auto Drill" upgrade so you can hold the keys down late game and clear paths pretty quick, but this will probably just be in the commercial release, not the post jam version
**Fuel/Money gets scarce**: The resources you can get after you upgrade the drill don't reward a lot of gold so the drill upgrade isn't worth it in this version. I plan on spawning in more ores and increasing their reward and I think that will help solve the money issue. I might also make fuel cheaper, but I need to see where it fits with my other updates!
**Revive**: I plan on making 4 worlds and having them a lot larger so completely resetting all of the players progress would be REALLY punishing. I still plan on resetting their upgrades and any gold they were carrying, but they can retrieve their previous body to get most of their previous net worth back (kinda like dark souls, but their body will persist even through multiple deaths so they always have a chance to get it back). There's also gonna be a simple bank system where you can store your gold so that it's not lost on death and also frees up more space for your next run
**Using Fuel on Surface**: This was my biggest failure in making my game D':
One of my main design goals was to make the surface feel like an inviting, safe place to just chill, but using fuel (and especially dying because you have none) on the surface seems like a huge betrayal to that design goal.
I also noticed a couple streamers dove down immediately after realizing they were using fuel and never got a chance to see the Meditation Tree I spent too long on xD
Thanks for coming to my TED talk! Let me know if you have any other ideas! :D
**WASD + Arrow Keys**: I'M SO SORRY I MISSED THIS and I am glad that it was in the game in the first place. I will definitely try the game out again using this! Also, the "Auto Drill" upgrade sounds great!
**Fuel/Money gets scarce**: Yeah! I like the idea of adding more ores and differing their rewards! Making fuel cheaper also sounds interesting! Maybe another could be to have fuel tanks you can pick up throughout the underground so you can last longer! Maybe adding a warning noise to indicate low fuel could ward off the likelihood of running out of fuel as well!
**Revive**: Those sound like great additions! I play a lot of games where that dark souls mechanic is implemented so I may be a bit biased but it seems like it would work well with this game's playstyle! Also, the bank system sounds good as well!
**Using Fuel on Surface**: Yeah! I noticed the surface looks and feels like it was made to be a place to chill (you can choose where to mine next by being able to move one block at a time and the Meditation Tree looked so relaxing). I really liked what you were going for!
I did have one idea I was thinking of. Not sure if you would ever go this way, but usually with games like these where you are pressing a 4-direction pad a lot, I tend to feel a rhythm-like feel to it. So, maybe, making sound and music have a bigger role in the game would make it have more flair! Things like what Crypt of the Necrodancer does or just something as simple as the drill making a song note by note for every step you take. Or you could make the glide (when you just go fast) to have a nice boost sound! I just like sounds a lot :)
Again, thank you for replying! Will be looking forward to what you do with this project no matter what direction you take! :D
I'll put it this way; I am the sort of person who used a mod manager to remove the loss of souls on death in Dark Souls and enjoyed the game SO MUCH MORE as a result. So maybe instead, you could have a "hardcore" mode where you do lose everything, but otherwise you only lose money? Just a suggestion. Looking forward to trying the game again when you're ready for more feedback : )
https://youtu.be/aHUsWQeZHns?t=7155
There's a bit of a learning curve with this game, but thanks to its turn-based gameplay and chill presentation, failure never felt too punishing. I really like that the path you create has serious consequences on the drill's health. It really forces the player to carefully think over the path they're taking, and making measured decisions on using their limited resources.
Perhaps my favorite aspect was that it encouraged the player to discover for themselves the many intricacies of the game. Through experimentation alone, learning how straight paths could be treacherous, there are more gold deeper underground, digging tiles gives more money than zooming through tunnels, which upgrades help optimize gold collection process, etc. was all very, very satisfying, even if it lead me to death. It's quite extraordinary how through relatively minimal means, you've found ways to convey such critical details efficiently to the player, all without a tutorial.
This was a grand a time. Looking forward to more projects from you!
The drilling upgrades didn't feel very useful - I only bought the first one, but I don't think I ever used it. Materials that are tough to drill through are so rare that there is very little cost to just ignoring them.
The hull upgrades seemed skippable with careful play - though I was careless and ended up with a pretty long main tunnel right from the starting hole which forced me to pick up some hull upgrades so I didn't accrue big damages on every expedition.
Honestly 5/5 fun, I was having a lot of money and was bummed I had to leave before I could max out my ship. You could expand this with a little more balance into a decent 2 dollar game. Maybe 3 worlds where the power ups carry over. Idk. Anyway really liked it. Very good in all categories. My second favorite game of LD48!
I really enjoyed the charm of this one! There a lot of tiny bits of polish in this one that really come together to make the game feel super enjoyable to play. Maybe if I was a little less dumb I could have beaten the game in a much more efficient manner, but I ended up surviving anyway! :sunglasses:
Cool minimalist UI, and the drums are a great touch too, along with the music they make for a fun atmosphere.
The quick travel is a smart idea, it removes the slow travel back that Motherload and similar games have, where it takes longer and longer to get to the bottom and up. And at the same time it forces you to be cautious, to not dig too far straight down.
The positional audio of the shop's music also really added to the atmosphere of the game, like coming up to the peaceful surface after journeying far down into the depths. In a way it reminded me of the save rooms in Resident Evil. It would be cool if when the music fades out, more eerie ambient cave background noises would fade in.
The progression felt balanced. You could buy upgrades almost every time you got up to the surface, and there was always a blue point to dig towards.
One thing that would make playing feel a bit smoother would be to be able to hold down arrow keys to dig in a direction, instead of having to press every time.
Super well done for a first LDjam game! Sadly I didn't see this until now after the competition, but I rate it very good :)