Unstable Mines by AppoxGames
You are a robot tasked with clearing blocks using mines that you create every x seconds. The mines are stagnant initially but as soon as something collides with them they get triggered and a count down starts. When the count down reaches 0 they explode and damage everything around them. You can also find different types of mines hiding in the yellow blocks.
I have only used the default graphics you get with Unity (Square, Circle, Hexagon), used photoshop for the banner and icon.
I generated the music with Strofe and fine-tuned it with Adobe Audition. For SFX, I have used some base sounds from my previous games and remade them using Adobe Audition to match this game.
Let me know what you think and be honest :)



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Ratings
| Overall | 45th | 4⭐ | 43🧑⚖️ |
| Fun | 40th | 4.049⭐ | 43🧑⚖️ |
| Innovation | 85th | 3.915⭐ | 43🧑⚖️ |
| Theme | 111th | 4.05⭐ | 42🧑⚖️ |
| Graphics | 273th | 3.427⭐ | 43🧑⚖️ |
| Audio | 132th | 3.55⭐ | 42🧑⚖️ |
| Humor | 265th | 2.735⭐ | 36🧑⚖️ |
| Mood | 275th | 3.211⭐ | 40🧑⚖️ |
| Given | 54🗳️ | 65🗨️ |
Great use of the unity generated sprites. Very slick menus and animations. (love the mine that is synced with the music!)
The dash didn't seem to work for me, I would press shift expecting it to launch me forward and give me some invincibility frames.
Really amazing submission, keep it up!
This game has unusual mechanics, so my first reaction was, "oh god, what's going on, I've just spent 48 hours in a mad rush to make a game, I want to sleep, I can't brain this".
But then I re-read the instructions, started again a couple of times, and then I started having fun.
The mechanics work together to create tension and interesting situations. You can't really stop and rest because you're always dropping mines, so you think, maybe I can go rest in a corner and not touch any of them, but then something else will touch one and they'll chain-explode, so you have to keep moving.
Also, you want things to explode, because it's how you score and also how you stop the world being full of walls, so the game makes you cause explosions yourself by nudging your own mines, but then they set off some other ones, and some homing ones spawn, and aargh oh god you're in danger again.
The game makes you think, too, because, like, aren't we always dropping mines in our own lives, and walking in to our own explosions? But we can't hide away and just do nothing.
This kind of game is what LD is all about. It's one thing to try and bash out a polished genre title like a platformer or shmup or etc., but being brave and experimenting with novel mechanics is really where it's at, IMHO.
I think this is a very clever mechanic. It becomes a mix of a 'bullet hell-like' game where you have to avoid bombs, and a football game where you have to dash and shoot the bombs towards the bombs. It is really nice how the bombs are both a thing you need to get close to, but also things you need to avoid. Really cool!
The controls feel a bit strange at first for some reason. I am not sure why or what else I was expecting. This is not really a problem though, and after a playing a bit I got used to it :)
Great job! The game juice and feel are through the roof and make this game really enjoyable. I had a great time playing! :D
About the only new thing I have to say (unless I accidentally skipped over it when reading other comments) is that perhaps it would be a good idea to have some sort of indication as to where the new boxes will land?
A good combination of different mechanics and constraints, well executed.
It's predictable enough to be fair but chaotic enough to be fun and unexpected. Really good take on the theme as well.
It also looks and sounds very nice. A very fun and polished game overall! Great job!
Wouldn't mind some random drops from destroyed blocks restore some health back or give a shield to tank.