Because this is a thing people do, right?
The Story Behind Undermined:
I wasn’t ready for “Under The Surface” to win as a theme. I had some comparatively creative and well-fleshed out ideas for other themes in the list (Time Does Not Exist had me particularly interested), but I had never considered Under The Surface as a real potential winner. For about an hour or two after the theme announcement, I had no idea what I was doing. I wouldn’t settle for any kind of generic mining game (I ended up using mining as a setting, but not as a gameplay mechanic) and I didn’t want to go with what felt like the equally obvious “underwater submarine” type of game. I wracked my brain frantically for ideas, and even listened to Wu-Tan Clan’s “Under The Surface” in hopes that it might randomly trigger a bolt of creativity. I don’t quite think I owe it to the hardcore rap (which, by the way, was far more enjoyable to listen to than I had anticipated), but I somehow settled on the idea of comforting trapped miners by dealing with the emotions that they have buried under the surface.
When I started actually working on Undermined, I was hit with an *extremely* discouraging couple of hours. Setting up a functional UI was my biggest problem, as I had initially wanted to show information on every miner simultaneously using columns, but had to switch over to a tab based system because it was just way too much data to present at once without feeling overwhelming. I was also really uncertain on how exactly the player was going to have to handle social interactions with their crew, since not many games handle this sort of thing and I had no real sources from which to draw inspiration for my mechanics. On top of all this, I was working with generally disheartening subject matter that forced me to spend most of my time looking at frowning character sprites and words like “lonely” and “depressed” whenever I edited my code. I stuck it out, though. I brainstormed with a couple of close friends over facebook to figure out how the mechanics should work, and I eventually figured out that breaking up all of the miner’s information into tabs is a really effective way of making things easy to navigate.
So, when everything is said and done, what about Undermined works well?
When I was initially brainstorming with a friend on how to go about the mechanics of the game, I had the following really important exchange:
Friend: if one guy is throwing chairs across the room and one guy is in a ball sobbing, it’s hard to figure out who to comfort first and what to do.
Me: yeah, that’s kind of the challenge I’m trying to capture here.
I’m happy to say that I think Undermined does a spectacular job of creating that particulat tension. On any given turn, you’ll never be able to help everybody, and it actually feels really stressful to decide who needs the most help. Having to make this choice every turn gets particularly intense near the end of the game, where you have to start making the difficult decision of declaring certain characters as being beyond help.
Something else that I’m really happy with is the way that you have to actually remember which members of your party prefer which methods of comfort. I was initially a little hesitant to include a challenge in my game that was based on just pure memory, but it ended up working really well. I like that they player actually needs to pay attention to what their miners tell them and familiarize themselves with the preferences of the crew if they want to get anywhere. It’s such a simple little mechanic, but it adds an extremely personal level to the game and I feel that it gets the player actually invested a little bit more in their crew.
Of course, there are some flaws in there, as well.
Ultimately, there are only really two big things that I’m not entirely happy with in Undermined. The first big flaw is that the game feels to heavily dependent on luck. You can be doing everything right, making the most strategically viable decisions, and you can still get screwed by a bad roll of the dice. I know there are a lot of popular rogue-like type games which are actually well liked for their occasionally rough dice rolls (Binding of Isaac and FTL come to mind), but those games are more about making the most of a bad situation, whereas Undermined is set up in such a way that a bad situation often means that you kind of just have to waste a turn and do nothing, which totally sucks. I’m thinking about doing a post-compo version of the game, and if I do, the number one thing that I’ll do is add a “reroll” system that allows players a finite number of rerolls if they get a set of actions they can’t do much with (i.e. most of your miners hate hugs, but you randomly received nothing but hugging time for the current round).
The second big problem with Undermined is that it’s generally a little bit vague as to how all the numbers update. I think that most people manage to pick up on a lot of the core systems and how to comfort miners, but very few people seem to realize some of the subtleties in the system, which means that they make a lot of really poor decisions strategically. The game is still totally playable AND winnable without knowing the little tricks that I do as a developer, but it feels painful to me watching people play the game and clearly have an incorrect assumption of how the systems work precisely.
My only other “complaint” with Undermined is that I didn’t really have a lot of flexibility with which to draw special effects and add tiny visual details. Instead of giving each of the five miners their own object in Game Maker, I stored all of their relevant information in a single object and had that object draw static sprites of the miners along the top of the screen. I think things ended up looking okay, but I would’ve loved to be able to do things like give each miner subtle little animations using squash and stretch, but locking them up in an array made that a much more convoluted process than I initially intended.