Unearth by Milestone Games
Lava rising from the depths of the planet not only awakens the Duggots, but threatens their very existence. No way but up!
https://www.youtube.com/watch?v=PR9qm0q-olA
Newly awakened to the heat of the rising lava, the Queen of the Duggots is faced with no other choice but to rise from the depths to escape the threat from below.
Having never before ascended, the Duggots are facing quite the challenge. What secrets are buried in the massive earth above? And how do you dig yourself up without getting trapped below the dirt?
Help the queen to organize her minions and find their way to the surface!


:pick: Mine precious resources, but beware falling rocks!

:gem: Bring materials back to base to train more workers

:triangularflagon_post: Multi-tasking is key as you rapidly expand your tunnels

:arrow_up: Untold riches await above... if you make it
Game Development:
This game was developed by six members of the Dubious Potions indie collective.
All of the aspects of the game where developed within 72 hours of Ludum Dare 57, from idea to final build.
All assets in the game where made by the team.
We had an amazingly fun time doing this! <3

Ratings
| Overall | 218th | 3.828⭐ | 31🧑⚖️ |
| Fun | 178th | 3.776⭐ | 31🧑⚖️ |
| Innovation | 233th | 3.603⭐ | 31🧑⚖️ |
| Theme | 68th | 4.293⭐ | 31🧑⚖️ |
| Graphics | 97th | 4.379⭐ | 31🧑⚖️ |
| Audio | 152th | 3.828⭐ | 31🧑⚖️ |
| Humor | 229th | 3.385⭐ | 28🧑⚖️ |
| Mood | 256th | 3.862⭐ | 31🧑⚖️ |
| Given | 16🗳️ | 22🗨️ |

P.S. I think clicking mouse wheel has some unwanted functionality :laughing:
Now, the main issue I see at the moment is the lack of real incentive to upgrade or gather resources. There’s just no real reason for me to buy higher-tier workers — the first-tier worker can dig all the way to the top on their own. I could finish the game just fine with the basic unit. One simple and logical solution might be to make it so only higher-tier workers can dig through higher-tier blocks. And it would help a lot to have some kind of description for each worker — like what kind of blocks they can handle or how fast they dig. What sets the different collectors apart? As for the pathfinding quirks — totally get it. It’s a jam game, and yeah, that stuff’s hard to code under pressure. No complaints there.
All in all, amazing job — wishing you the best in continuing development!

The game is fun and charming, and it’s impressive that you managed to implement RTS-like controls in such a short time. Congrats on the game!
That said, the goal wasn’t very intuitive at first. I was a bit confused about what I was supposed to focus on. Also wasn’t totally sure what the differences between the units were, and I found it odd that carriers didn’t prioritize more valuable resources (which felt like a logical move).
Still, I had fun playing it and really appreciate the work that went into it. Good job!
I really liked all of the art and audio aspects of this, nice work!