Tenfold Rim Mining by PurpledArtFrog
UPDATE: I added a small tutorial level in the PostJam version.

Mining game from the rims of Tenfold.
Lightning strikes every 10 seconds - permanently reducing maximum health of mining station. Only additional damage from enemies can be repaired.
You need to assign which asteroids the automated systems should crack. Cracking reveals content - either of the three needed minerals.
Once cracked they can again be clicked - this assigns the drones to pick up.
Drone bay must be opened from the central command button.
:purple_heart: :dart: :frog:

Ratings
| Overall | 447th | 2.833⭐ | 29🧑⚖️ |
| Fun | 401th | 2.833⭐ | 29🧑⚖️ |
| Innovation | 422th | 2.741⭐ | 29🧑⚖️ |
| Theme | 453th | 2.815⭐ | 29🧑⚖️ |
| Graphics | 322th | 3.185⭐ | 29🧑⚖️ |
| Audio | 365th | 2.537⭐ | 29🧑⚖️ |
| Humor | 360th | 1.65⭐ | 22🧑⚖️ |
| Mood | 384th | 2.741⭐ | 29🧑⚖️ |
| Given | 41🗳️ | 46🗨️ |
It seems a bit odd to start the game in god mode, it took me a moment to realize that I needed to turn that OFF rather than turn it on.
Also I could never seem to repair my grinder station and kept accidentally right clicking it my mistake rendering my asteroid mining station immortal but useless for grinding asteroids.
Thank you very much both for playing :smile: I actually consideres if the god mode should be on as default... and do regret that choice a little.
Did you have enough materials to repair - it's quite expensive and it cannot be repaired beyond the value after lightning strikes. (They deal damage to your max health).
:purple_heart: :dart: :frog:
Graphics and the overall feel is nice =)
Unfortunately I haven't quite had the time to debug that last one :smile:
It's also strange that the game defaults to god mode, although it's basically impossible otherwise, so I suppose that makes sense. I'd recommend having it start a little easier, though.
@quinn-patrick I had trouble making it build without "development" mode - I'll try doing another tomorrow.
Thank you both for playing :smile:
Thank you all for playing :smile:
I think the RNG is pretty heavy on this one. I played twice, second time (after accidentally closing the game with esc) was a lot rougher. Enemy drones just kept coming and destroyed the base.
Overall I think the game could use some visual and/or audio feedback of what's happening. When crackers mine and when you receive more resources.
The hosted game crashed for me, by the way. You might want to check that.
EDIT: I do like the HUD, though. You have things clearly color coded.
Nice job!
Overall, idea is cool, but a bit more clarity will help a lot :)
Otherwise nice graphics and definitely a lot of potential.
Hi all,
I just did a small tutorial level in the post jam build - so if you're interested feel free to try it out :smile: :fingers_crossed_tone1:

https://purpledartfrog.com/Games/LD51TenfoldRimMining/PostJam/index.html
And thank you everything for giving it a spin :thumbsup_tone1:
@coderaurus
Thank you very for the extensive feedback. I think the main issue with the entry is that it kinda shoves everything mechanic towards the player at once. I did the update to try and aleviate this. One of the older builds actually did not reset the timer - the new Post Jam one should.
@chuckeles
I agree with the core feedback here (as I understand it). A block of info for this kind of entry might not be the better choice .... so on popular demand I did a little tutorial level. :smile:
@lonewolfdev
I think the main issue I have with the drones is the fact that they were originally meant as the 10 seconds loop thing - where you had to protect them. Right now there is no real reason to ever close the bay :smile:
@chetthonctus
If I do another run on the post jam version - I think I might add health bars to the "other" buildings as well. They actually crumble a little bit - but it's impossible to tell :smile: The repairing will only go up to the maximum health of the "grinder". The maximum is permanently reduced by the lightning (this is a difficulty mechanic - which isn't really explained that well). (That one too)
@heine-hohenhart
Thank you for the understatement - in hindsight... I find it really difficult to understand when I think outside the box :smile:
Good job!
You are absolutely right ... I think I overscoped the number of things in play ... and given the normal average play time per rater this is pretty dangerous.

The use of defense walls is questionable. I have no idea, if they are useful, because I think, concentrating on firepower is a lot more effective. Also the drones are a nice concept, but after upgrading them they kinda turn into an automatic resource generator. So you the only thing to do is upgrading the parts of your base and watch them obliterate the enemies. So, where this game shines, is building up your base, but after that it get a bit bland.
Nice concept though and had fun playing it!
My experience this, like many others, had two stages to it. The first was struggling to figure out what's going on, and the second was kind of doing nothing as my base had become perfect. I think the difficulty needs to scale up a little more quickly, or maybe higher than it is now. Really swarm the player with enemies by the end of it, vampire survivors style. Also, more tiers of upgrade would have kept me playing longer than I did. Maybe an ability to expand the frame of the base would be good too.
I think the asteroid count should increase drastically as well. I like having the asteroid cracker since it automates a very tedious task. Realizing that you should rush to make a +AI asteroid cracker, and then reaping the benefits, feels really good. But there's no reason to have two of them with the current game. You would need more upgrades, more enemies, and more asteroids to justify it.
Maybe the game does eventually scale up like that, but I didn't see it. Unfortunately, my keyboard doesn't have a numpad. It would have been nice to be able to speed up the game without having a numpad.
But, like I said, the feature count here is staggering for 48 hours. It feels like a pretty complete TD that just needs a bit more balancing. Great job.
Nicely done overall, and I like the complexity!
I've tried the post jam version and it's way better, here are the things I think still could be improved :
- I think you might simplify some rules : I'm not sure having 3 resource types is necessary for your game, as I actually collected everything I could, I didn't feel there was strategy needed for resource collection.
- Resource collection might be automated a bit more. It feels a bit tedious to have to crack asteroids one by one, and then clicking them again to collect their resource
- Walls don't really feel like they are useful, it is not really clear how they work and they take space that I feel would be better with damage dealing towers.
- It took me time to understand where the resources are displayed in the UI, and it's at the opposite side of the screen from the place of the building panel, so I constantly had to look up and down to know if I had enough resource to buy what I wanted.
I hope the feedback will be useful, keep up the good work !
You should definitely keep working on this as it looks promising, but you need to improve the tutorial experience. Maybe get some friends or family members who haven't tried it yet to playtest the tutorial in front of you so that you can see what confuses other people.
But other than that, nice entry!
Thanks for playing and the extensive feedback. Especially the point that the resources are displayed in the other end of the screen. It's often difficult to spot these things when you are in the middle of the jam :shrug: :smile: