Gemsweeper by Defrag
Minesweeper meets deep-rock excavation!
WebGL link: https://jclayton128.itch.io/gemsweeper
Carefully excavate a crumbling mine in search of gems, energy, and framing materials. Use arrow keys or WASD to move around and excavate.
The core mechanic here is that each soil type contributes a different, slightly random amount of strength to both its row and column. If the strength of a column or row ever drops too low, the entire mine collapses and it is game over.

Green gems are the scoring currency. Pink bolts give energy, which is constantly decreasing while moving and even more so when excavating. Orange framing materials let you automatically shore up an area that would otherwise cause a collapse.


| Link | https://jclayton128.itch.io/gemsweeper |
| Original URL | https://ldjam.com/events/ludum-dare/57/gemsweeper |
Ratings
| Overall | 251th | 3.778⭐ | 29🧑⚖️ |
| Fun | 254th | 3.648⭐ | 29🧑⚖️ |
| Innovation | 83th | 4⭐ | 29🧑⚖️ |
| Theme | 197th | 4.056⭐ | 29🧑⚖️ |
| Graphics | 338th | 3.87⭐ | 29🧑⚖️ |
| Given | 35🗳️ | 37🗨️ |
This was a wonderful little game, I really enjoyed the sound effects and graphics. The gameplay was a bit repetitive, but still quite fun! Once I figured it out I really enjoyed it, so maybe explaining the gameplay loop a bit better would lower the friction. Really great game feel, overall nearly a five star jam game! Great job!

Really good take on the theme with a minesweeper! It sure take some brain to manage high levels, congrats!
I especially loved the game responsiveness to fast inputs, I don't know how to say it but you get it
I think the key/chest combo, and the ability to place supports, were great additions that did a lot to stop the game from becoming too repetitive. I'd love to see more stuff like that if there were a future version of this.
There might be a variable too many to keep track of. I wasn't a massive fan of the blocks also sapping extra energy when mined, although maybe it just needs a little more player feedback?
Also, I know you opted out of audio, but the sound adds a lot of satisfaction.
The key and chest was actually a very last minute addition that hit me as a way to incentivize excavating rocks that didn't contain one of the three currencies. I thought it was a good touch.
Thanks for playing! - and your game was great: https://ldjam.com/events/ludum-dare/57/cartoscoot
I really can't find anything negative worth mentioning, great entry.
None of that is communicated well due to me not working on tutorialization until the very end. :/
Thanks for playing, and for the feedback!

Improving the interaction with high-level mines would be one of my follow-up improvements, if I continue work. I've seen an issue where you automatically lose upon entering a higher-level mine despite having enough shoring material to survive even hitting a 9 upon entry. @mao Sounds like this was the issue that you encountered.
I was playing with an idea where each mine is just a reshuffling of the same 64 blocks, and after each mine, you get to improve or upgrade one of them. That'd give it a roguelike feel and perhaps help keep the mid/late-game a little more interesting. I thought about other types of blocks, such as magma and bomb tiles, which would add some additional complexity to the game, but they weren't core to the idea and I ran out of time.
Nice!
(hmm, actually now I think it's not leaving, but entering new level, digging first block immediately collapse - but you don't have a chance to know what is it. May be preview next row of next level)
Also, great idea with instructions scroll above level, but I'm not sure it's possible to leave tutorial without restarting, but that's not scary in roguelike where you expected to do that much, eheh.
Maybe, nice addition would be rolling dice and showing what exactly block durability or spent gold nuggets was, and to show what looted from chest. But that's for full game if you gonna release it. Good luck!

This game is one of the few jams that I find myself going back to play "just one more time"! I'm glad you enjoyed it!
Anyway, the title into tutorial into gameplay transition was well done and fit the theme really well, and it's nice having information on how to play within the game itself. The visuals are very clean and do a lot of heavy lifting to ensure the game is readable and enjoyable. This entry could have ended up being "just numbers", but the theming and care taken to create a little world is appreciated. Polish like the strength numbers changing colors, "dust" particles, and little grunts also helped a ton. While I generally liked this one a lot, I think making the progression feel more meaningful would have helped make each mine feel more distinct, even if it was just changing the tileset or colors a bit. The orange resources becoming scaffolding could have also been clearer. That aside, great work, and a very interesting entry.