Selective Drilling by Xwilarg
In a world where mysterious creatures called oculis controls the flow of the world, it's your task to act when one of them go rogue
Drill your way through layers of enemies and fight against this menace
Featuring 3 endings
Controls:
WASD: Move
Spacebar: Jump
Left click: Drill
R: Recall
Dying don't make you loose gold, upgrade or anything, so don't be afraid to go explore :)


Ratings
| Overall | 236th | 3.1⭐ | 22🧑⚖️ |
| Fun | 202th | 3.075⭐ | 22🧑⚖️ |
| Innovation | 255th | 2.7⭐ | 22🧑⚖️ |
| Theme | 132th | 3.65⭐ | 22🧑⚖️ |
| Graphics | 255th | 2.85⭐ | 22🧑⚖️ |
| Audio | 215th | 2.65⭐ | 22🧑⚖️ |
| Mood | 194th | 3.2⭐ | 22🧑⚖️ |
| Given | 21🗳️ | 18🗨️ |
-The drill overheat mechanic is tricky, since the player has nothing they can do while they wait for it to cool down. Makes fighting enemies hard, as well as when you are mining you just have to wait. Possible ideas could be to have drills have durability and you have to buy new ones, or the overheat cool down could be quicker, or maybe the player could have a shield bubble while their drill is cooling down. Also I think maybe the overheat sprite for the drill could pops out more for visual clarity.
-Idea for the Overheat: Maybe drilling takes more time per block, but the overheat charges up if you drill, and if you stop drilling, it will start cooling. But if the overheat meter reaches too high, then you have to wait for it to cool all the way down. Then this creates the mastery challenge of drilling then waiting in shorter bursts, and if they reach max, then they have to wait longer for it to cool down back to 0. The player then has full control over the mechanic, and there can be a bit more mastery to it!
-Jump and gravity is really high. Makes it a bit tricky to move around and navigate the game, especially when fighting enemies. I would just balance it a bit more. You want it to be low enough so the player can process when they are in air and figure out where they are going to land.
-Visual player feedback is incredibly important, and I think you have a lot of places here to play around with it. I would give hitflashes, particles, screenshake, and various things that would help indicate when I'm getting hit, and when something else is hit. Also death animation (even if a single static frame) and waiting in place before teleporting back will help the player to process why they died and what from.
-I think the invulnerability frames are also really short. Longer period to be invulnerable after being attacked would be great! You generally want it to be larger for player, and almost none for enemies. Always good to skew towards giving the player more power than the enemies, but this can vary by game.
-I really like the gameplay flow and the recall animation and particles! I think those style of particles could be cool for when things are hit.
Overall great job! You have a really strong core for the game, and I hope the feedback helps!
loved getting the upgrades to go from slow and tedious drilling to a drilling machine by the end. great job!
it did take me a bit to see the cooldown of the drill being represented by the drill color at the beginning.
@smilewood Showing digging hint on more than the first layer would definitely have been a great idea, keeping that in mind for my next game!
@phlip45 I should indeed have put a limit to how much the camera could have lag behind (especially since it was to be expected that people would make a bit straight hole under their feet :p)
@straightupgruntled Thanks for all your great ideas, durability system is something I wanted to avoid (overall I wanted to avoid player having to loose progression) but overall I agree with your others points about visual and drilling mechanisms!
@jared-saizdelamora Glad you liked it!
@spexxilove After making things I always forget a bit that things aren't obvious for someone that never played the game, will try to make visual cues better next time!
@polymathld I really wanted to make the drill both a tool and to be used as to "charge" enemies, I'm glad you liked the "overall" idea of it and well for the implementation, I'll definitely try to spend more time on it next time since it was the core mechanism!
Thanks again for playing my game!
One thing that would be useful (as someone who dug their starting hole right at spawn) is to either increase the range of indestructible tiles around spawn/the vendor or have a lockout on the controls for a few seconds after spawning. I'd often die in combat and still be pressing buttons when I spawned back in, which resulted in launching myself straight back down into the pit with no chance to interact with the vendor, or digging out more holes making more ways to fall in at spawn.
Good solution with upgrades. I think start gameplay could have been a little bit faster.
How do you get to the main ending?
@houmgaor There are 3 endings you can get, the shopkeeper have different dialogues when you get close, depending of your progression
The first one is when you kill everyone, the second one when you have some enemies left
The last one is a bit more tricky, if you look closely some enemies have red eyes and some don't (an example is the 3rd screenshot uploaded above), to get the last one you need to kill all red enemies and spare most of the "normal" ones