Enter the mines by ownedstuff

[raw]
made by ownedstuff for Ludum Dare 56 (JAM)

The Game

Enter the mine is a game that lets you experience the dream job of a miner. Every miner knows that a flashlight is essential. You can't go without one! It reassuring light will encourage you to venture deeper into the depths. Hop onto your cart to roll through the tunnels as you explore, gathering as many minerals as you can!

Hurry up! You have 3 days to meet your quota!

Important notice

1.1 Post-jam version available - bumped the lighting up a tiny bit - rebalanced monster as they were a bit too fast on first couple playthoughs - fix a bug preventing you from carrying money over into the next day - fix a bug where player would get stuck in the minecart

I kept the embeded version on LDJam as 1.0 with all the flaws but i updated the itch.io page to use latest version

while the game runs directly in the embedded LDJam player, it doesn't run well and has many mouse issues. For the best experience, play on desktop. If this is impossible (or you don't want to), play the itch version in the links below as itch allows to play full screen and helps massively with the mouse problems (still not perfect tho). lighting is the bigger issue though, the game is much darker in web format than it is on windows.

Controls

WASD: to move

Space: to jump (always better to jump while screaming ;) make it more dramatic)

Shift: to run ... untils you run out of breath

Left click: interact with cart or grab mineral

E: toggle flashlight

Dev insights (ownedstuff)

This was a very fun and laid back jam. I partenered with @MrBamboo again for this one! I wanted to try my hand at another horror game as i had a lot of fun the first time i did this in a previous jam. I don't think the theme was the best it could have been for a horror game as the term 'tiny' kind of implies 'harmless' but i was dead set in making it horror.

From the theme, the word creature really jumped at me and gave me the inspiration to go in a direction that will be very familiar to those who have played Lethal Company. The goal was to have multiple little creatures that would all have their own AI and behaviours. In typical jam fashion, scope was massively cut and we ended up with a single creature with a pretty simple AI. You get 3 days to go in, grab materials and crush enough of them to meet the quota.

This was the first time i used Godot to do 3D and it was a challenge. I'm pretty used to Godot by now but 3D is a whole other thing. i wanted to get set up with a map early on so i looked for a plugin that would and found Cyclops Level Builder. It's pretty intuitive to use and definitely helped to make basic geometry for the map but it's got serious limitations and bugs that make it harder to use than i would have like. It cannot for example make concave shapes so getting walls that curve inwards required multiple polygons and it would frequently crash Godot when making selections so saving often was key.

While building the level i found out about Material Maker and this was a godsend! All textures in the game are picked from their assets collection and were slightly tweaked in different ways to convert them to low-res and adapt them as needed. I didn't feel like my 3D modeling and texturing skills/tools were good enough to pull of a truck so i just downloaded one here to save time.

When it came to making the creatures, MrBamboo made a prototype of the Skitter (that's what it's called) with very complex code for navigating the mine and looking for the player. It worked but it would go through walls and was very hard to update as the map became larger. So i found another package called BehaviourToolkit that helped with making a FSM (Finite State Machine) so i ported MrBamboo's code to this new system and used Godot's NavMeshes for pathfinding making it easy to the add a couple more skitters as drop in addition to the game.

From the start, i knew sound design was very important as horror is 90% conveyed through sound. I wanted an atmosphere that was very bassy and heavy in the mine while lighter outside. I recorded myself blowing into my microphone and pitch shifted the result down a bunch to have a background noise that was very bassy but also noisy as in not constant. I then layered a bunch more versions of me blowing into the mic with different effects like reverb and EQs and we ended up with what's in the game.

Sound design is actually so much fun, a couple more example are the skittering sound was made from a pen tapping on a pillow, the footsteps were actually me walking in gravel, the outside sound is just.. the outside sound right in front of my house and the shredder is MrBamboo's blender with ice in it!

So all in all this was an amazing experience! The visuals are pretty terrible but we did what we could with the tools we had as neither of us does 3D modeling.

Hint and tips

Use your flashlight to enter the mine Capture d’écran 2024-10-07 183958.png

Push your cart on the rail to gather items and bring them back Capture d’écran 2024-10-07 184026.png

Explore mine with only your memory to remember the exit path Capture d’écran 2024-10-07 184057.png

Avoid to meet tiny creatures that will kill you in 1 hit Capture d’écran 2024-10-07 184107.png

Meet the quota in 3 days Capture d’écran 2024-10-07 184113.png

Extract valuable mineral from mine Capture d’écran 2024-10-07 185005.png

Bing back minerals to the shredder Capture d’écran 2024-10-07 185028.png

Shred minerals to get money to reach quota Capture d’écran 2024-10-07 185042.png

See if you reach quota after shredding minerals Capture d’écran 2024-10-07 185137.png

Exit the area when you thing it's time to go or when you reached quota Capture d’écran 2024-10-07 184133.png

Ratings

Overall 912th 3.115⭐ 28🧑‍⚖️
Fun 969th 2.76⭐ 27🧑‍⚖️
Innovation 835th 2.92⭐ 27🧑‍⚖️
Theme 974th 2.88⭐ 27🧑‍⚖️
Audio 495th 3.212⭐ 28🧑‍⚖️
Humor 888th 2.227⭐ 24🧑‍⚖️
Mood 326th 3.788⭐ 28🧑‍⚖️
Given 21🗳️ 28🗨️

Feedback

Zaruty
08. Oct 2024 · 00:22 UTC
Love the atmosphere!
deadroach
08. Oct 2024 · 00:33 UTC
I have to agree with patrick star's assessment of this game, very cool
Damien Black
08. Oct 2024 · 00:34 UTC
Great mood! Graphics are very interesting. My stomach dropped the first time I got a glimpse of a critter. The flashlight battery going down is terrifying.
Chartle
08. Oct 2024 · 01:00 UTC
Big 5 stars for mood! Well done, a great and scary experience in such a short development time. Good job! Any part
HardyTryer
08. Oct 2024 · 21:18 UTC
Cool quota horror game, but too dark)
LDJam user 304226
08. Oct 2024 · 22:55 UTC
Really atmospheric and pretty cool graphics and overall idea, although just one enemy variant feels a bit lacking, but other than that, it was interesting and fun, reminds me of Zeeker's games
someone
09. Oct 2024 · 00:14 UTC
Nice atmosphere in the mines. The entrance is a bit too dark though.
My first attempt got stuck in the cart collision and could not move.
Only ever managed to acquire one gem. The place seems somewhat empty.
I always died way too quickly, I spot a creature and instant game over.
Zachary Granger
09. Oct 2024 · 02:23 UTC
Wow, for a gamejam that is seriously good atmosphere. The audio / visuals are excellent and made things really tense.
I unfortunately got stuck in the cart one attempt, and didn't make it super far the next attempt, but I liked what I played.
Also thanks for sharing so much info about your experience! Great game :smile:
onlysleptfor4hourstdy
11. Oct 2024 · 03:16 UTC
Super cool game, nice job! But it's somehow too dark to a point that it's too dark to play tho
Sasha20
13. Oct 2024 · 18:53 UTC
The theme is explored in a fresh way, and the art style really adds to the experience. God Job!
Ale
16. Oct 2024 · 17:51 UTC
This is a great concept, but I think it's way too dark to be enjoyable right now. Even with the flashlight on, all you get is a dim tiny little circle of visibility in the center of the screen. I felt like the battery life of the flashlight was too low, and didn't give me enough time to explore the environment. Once the battery runs out, the game might as well be over since you can't see anything but the UI. Maybe it would be improved with more spatial audio cues, memorable landmarks (at least different wall textures), and with *some* environment lighting.

I did find some enemies, and they were pretty creepy the first time I got chased, but the real thing that kept ending my run was the flashlight's battery. That was scarier than the enemies :P

Also, I didn't manage to collect any minerals. Idk if I misunderstood the controls, but I found some objects on the ground (golden ring, green ball, rock with gems on it) that I couldn't interact with at all. The screenshots show some large purple crystal things, so maybe those are what you're meant to collect, but I didn't find anything like that in my playthroughs.

Again, I love the concept! If you make the darkness and flashlight mechanic a lot less brutal, I think this could be a really good game for spooky season :)


...and btw, props for actually getting the ldjam web player to work with your Godot game. I think this is the only one I've seen that works.
🎤 ownedstuff
17. Oct 2024 · 20:35 UTC
@ale Hey! thanks for the in depth feedback it's very appreciated! These are all very valid points. We had to rush the level design to get something playable in before the deadline so that's why there's not many landmarks i placed one or two in the level with the hope that the rails do a good enough job as a landmark by themselves.

For the items you should have been able to pick them up by holding down left mouse button but it might be a bug with the ldjam player? i had mouse issues when playing on it. They are spawned at random in the map so you probably just didn't find the purple ones but they should all work.

So for the battery life i totally get it, it does run out pretty fast. It was supposed to be like you have to manage your battery conservatively and not keep it open near the cart or just flick it at times. So yeah maybe the tuning is off, you get 2 minutes worth of battery for a 5 minute level. But you also get three days to fill the quota so if you can't make it in one day it's not the end of the game. We also had in mind that you could buy a better flashlight later in the game but didn't get to it so yeah it would have made sense to buff the only one you get in this version.

BTW i've been spending last week trying to add multiplayer to this thing and networking code's been kicking my butt but it works![EnterTheMinesMultiplayer.gif](///raw/407/8/z/68ede.gif)
pfan
22. Oct 2024 · 00:39 UTC
I liked the idea where you all try to put some lethal company elements in the game. The atmosphere is good, and I like to explore the unknown in an unfamiliar area.

The patch said the flashlight had slightly increased power, but I still found the game is way to dark to play. If I sheds my flashlight straight, there are very little feedback. Sometimes I bumped into the monster without even realizing. Maybe some audio hints for the little creatures?

Overall, I think the game got some cool idea. Little creatures chasing you in a small mine is kind of interesting, but the game play could be a little bit more user friendly. Good job!