Dig and Delve by RobLaro
Dig deep, collect resources and drill your way to the lowest depth!





How to Play
| Action | Input | | :--- | :--- | | Move | WASD | | Shoot | Left Mouse Button | | Interact | F |
Tools - Unity - Blender - Clip Studio Paint - ChipTone - Audacity
8 April 2025: Fixes - Fixed multiple sounds playing too quietly. - Fixed some effects not working correctly. - Fixed the camera not always following the player. - Fixed collision when inside the drill. - Fixed the ending interaction trigger. - Changes to upgrade costs.
| Link | https://annekatran.itch.io/dig-and-delve |
| Original URL | https://ldjam.com/events/ludum-dare/57/dig-and-delve |
Ratings
| Overall | 41th | 4.219⭐ | 34🧑⚖️ |
| Fun | 81th | 4⭐ | 35🧑⚖️ |
| Innovation | 308th | 3.469⭐ | 34🧑⚖️ |
| Theme | 96th | 4.227⭐ | 35🧑⚖️ |
| Graphics | 56th | 4.515⭐ | 36🧑⚖️ |
| Audio | 216th | 3.703⭐ | 34🧑⚖️ |
| Humor | 242th | 3.328⭐ | 31🧑⚖️ |
| Mood | 199th | 3.953⭐ | 34🧑⚖️ |
| Given | 13🗳️ | 19🗨️ |
The models were also really cute, as expected from you two of course :D
I also liked the enemies! They added a bit of tension to all the mining. Perhaps you could have even added a few more to make it even more exciting :)
Very well done! Very solid submission!
All the little bits of juice carry so much charm (the pitter-patter footsteps, the way the ores fly out of your pack and into the ship as you walk away, the small ding when the drill descends) that it's hard not to have a good time.
I'd love to know more about your development process for making something so polished with such a short turnaround! Is it mostly practice? Do you take advantage of work from previous LD games? (the character controller feels similar to Grubbo, but I can't tell for sure) Would love any advice/recommendations you both can offer in terms of development/art workflows! :heart:
Thanks for the lovely game! Well done! :confetti_ball:
@chloew Thank you!
@dylan-shumway Thanks for the kind words! I think it's because we tend to do some things the same way and we get a bit faster each time. We try to use a lot of time efficient solutions like using sinewaves for all the procedural animations, it's pretty quick and looks good enough :) We tend to use the same character controller (When applicable) and we like to keep it all pretty light, so it's easier to hot swap existing systems we have.
the visuals and sound were so nice. The sound of picking up and depositing items.. Beautiful
I think you need to tweak the progression scaling though. I really wanted to see the end, but as a jam game with no way to save, it took too long and I ran out of time to keep playing. For a full game though I'm sure the the progression would be fine. My other tweak would be to make the cooldown on the enemy attack longer, and make them stand still for a sec, once those guys got on you it was basically game over.
Cheers :clap:
I had everything maxed out by the time I was half way down. It was great the way you start out making tunnels but eventually can just strip mine everything.
It would have been nice if I could hold down F on the conversion machine rather than having to keep pressing the button as I ended up using that a lot.
I ended up going round twice to see if the bottom was any different.
