MineCraftMine by automatonvx

[raw]
made by automatonvx for Ludum Dare 50 (JAM)

gameplay1.png

Mining and crafting meets tower defense. Control your little dude to gather resources and build defenses

Updates

Version 1.1 - Fix bug where player could spawn new level in a wall and be stuck forever. - Fix Bug if Crafting window open when Day period Announcement happened game was frozen forver - Fix Bug some text for craftables overlapped and was unreadable - Fix Bug Ballista bolts failed to spawn if right in front of wall - Made WebGL build - remapped keyboard buttons because conflict with browser shortcuts

Controls

WASD or Arrow keys to move

Mouse Left Click / 'B' to Mine

Mouse Right click / 'N' once to see placement of item (landmine/ Ballisata/WoodBlocker) from hot bar, press again to place.

For Ballista while viewing placment you can rotate them with E or H

1,2,3 as hot keys to select items from hot bar.

Hit 'C' to bring up the crafting window

Credits

All code, art, music,sfx made by me during the 72 hours, except for some base code of my old implementation of A* pathfinding, and my implementation of cellular automata for proc-gen levels

Font - Silkscreen by Jason Aleksandr Kottke

Tools - Unity, Aseprite, Reaper with various Native Instruments plugins, Bfxr for sfx

Guide Coming Soon!!

Ratings

Overall 1285th 2.896⭐ 26🧑‍⚖️
Fun 1335th 2.479⭐ 26🧑‍⚖️
Innovation 1152th 2.75⭐ 26🧑‍⚖️
Theme 1283th 2.896⭐ 26🧑‍⚖️
Graphics 1096th 3.022⭐ 25🧑‍⚖️
Audio 707th 3.114⭐ 24🧑‍⚖️
Humor 1132th 1.861⭐ 20🧑‍⚖️
Mood 1315th 2.475⭐ 22🧑‍⚖️
Given 18🗳️ 30🗨️

Feedback

Chris McKnight
06. Apr 2022 · 03:17 UTC
Everything that you put in was implemented nicely, would love to see a faster, slight more opened up area. Maybe having the player start in a bigger room might ?
Good entry though, I would definitely keep working on it <3
Boykala
07. Apr 2022 · 00:52 UTC
It's a bit slow and confusing which is bad for a jam game but once you get used to it it's actually pretty fun. I like the blend of collecting resources and building defences. It would be cool if the player had some other ability to help hold off stray enemies but still really fun and well executed game.
Constantine Pallas
07. Apr 2022 · 04:18 UTC
It's a cool idea, and I had fun playing it, but the controls are bad. It's almost impossible to walk just one block in any direction, placing objects is finnicky, I couldn't find a way to directly attack enemies, who mostly just seem to pathfind around defenses. The landmines are never worth it, and the blocks take 2 right clicks to place but only 1 left click to accidentally remove and destroy. You don't even get it back. I had to open and close the crafting menu a couple of times for it to work, even after getting materials. If you fixed the controls, I think this game would be a lot of fun, and a great base to build something on top of. I thought the music and graphics were nice, and this is a good use of the theme.
DesertMawTobi
07. Apr 2022 · 08:31 UTC
I like the graphics and the music! The Controls seem to me at least a little bit clunky but overall a nice game.
BiOs3008
08. Apr 2022 · 00:36 UTC
True like the last two post, in the controls there is something missed
Charred Axolotl
08. Apr 2022 · 00:43 UTC
I am wondering how you implemented the controls, because it almost seems like they're physics-based at points. I think this is partially because the player has such a slow start when switching directions. It's like they don't move at all until their walking sprite is at least 1 frame in. Diagonal movement is also noticeably absent.

I like the concept of the game, and aesthetically it all fits together pretty well. I think if you modified how movement works you could have something really special.
LDJam user 234567
08. Apr 2022 · 18:33 UTC
Good idea. Levels are procedural I think.
Unfortunately, the controls are tricky.
Aolriki
14. Apr 2022 · 02:10 UTC
a ideia é interessante, mas não sei se foi muito bem aplicada. Os controles não são muito agradáveis, me senti andando encima do gelo. Não sei se é proposital, mas com certeza é algo que me incomodou.
TheBlitz
14. Apr 2022 · 12:48 UTC
I think the concept is solid but the controls were off... don't understand why there's a delay before the character starts moving
Legofan0807
14. Apr 2022 · 12:59 UTC
I had a fun with it, but the controls feel very bad and unpolished. you have to hold a key to move. it doesnt feel good at all.
LDJam user 279546
14. Apr 2022 · 13:50 UTC
Nice idea but the controls were really rough. I really had a hard time moving around the map and aiming my pickaxe.
jelch
14. Apr 2022 · 13:50 UTC
It's a really cool game, but I was fighting the controls the entire time. Hope to see a post-jam version!
BurnsDesigns
15. Apr 2022 · 09:38 UTC
As mentioned, the player controller seems to have lag if you only tap the input. My expectation would be to move 1 tile if I tap the key, and keep moving tiles if I hold it down. It seems to have per-pixel movement, but in such a strict grid that isn't as helpful, as being only a half-tile in a direction you still cannot move if blocked by a dirt tile.

I'd either move to a movement system that moves full tiles, or add a lot of movement smoothing for edges, so if the player is a few pixels off, they can still move around corners.

Nicely done! And proc gen in a game jam?! Wow!
Igor KinGamer
19. Apr 2022 · 19:14 UTC
Nice game! My only struggle was with the movement, the character waits too long to start walking after pressing WASD. I didn't understant everything at first, but still managed to get to the second level.