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A jam submission

Mine It DownView game page

An incremental game about mining a wall
Submitted by TopitoGames — 1 day, 2 hours before the deadline
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Mine It Down's itch.io page

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Comments

Submitted (1 edit)

It's very cute, balancing different units with amount and power of masons was the main puzzle here - what to do to have the most efficiency, how many masons I need to not have a pile of rocks piling up? I think that you should add graph history of upgrades, amount of stuff collected, how much money you've spent, how it all stacked together, where people were working and when they started, all that stuff. I guess I did all I could, got the ram going (a waste of money but maybe permanent weaken is OP?), I had left the game running for about an hour before I bought trebuchet and upgraded it to high level. Had fun, but like most idle clicker games I failed to see the point. Enemy update/horde mode/adventure missions when?


(+1)

It’s sideways Tower Wizard. I played on the web version.

I felt that after getting each new building/unit type, there was little reason to use previous ones. Try to balance so older units have some reason to still be useful. Perhaps they get powerups later that make them relevant again?

Graphics are simplistic, could do with some polish, but hopefully you’re just saving that until after you have the rest of the game balance sorted.

I was hovering over tall house stacks, thinking they’d reached max, but later found out the mouseover area is only the bottom few houses. I think it should be the entire stack.

Nav could be better. The mouse wheel zoom was useless, holding left/right arrows to pan took too long once buildings started getting numerous.

I played it for 30-60 minutes, so you’re off to a good start. Hit a wall (heh) at Ka-boomers, so didn’t play to the end. Hopefully you’ve got some kind of prestige system, as that always makes an incremental game far more interesting. Failing that, throw in some weird/unexpected twists to keep it interesting too.

Submitted(+1)

I like it, it's very simplistic. The graphics changing when zooming in  feel should be fixed. It needs more content and variety but it's nice. 

Submitted (1 edit) (+1)

-UI could communicate the buffs better. Wish I had the choice of changing worker jobs if say I overdid one. Also, displaying both house plots at start is pointless, since it's the same upgrade cost anywhere to place a house, it's just noise.

-Mages can overlap eachother, which makes it less satisfying.

-Game doesn't run if the tab isn't open in that window. I think cookie clicker didn't do that, allowing you to farm while looking at your email or whatever.

-Due to lack of details, I'm just buying upgrades and hoping the DPS works out in my favor. Then buying masons/upgrades to increase rate of money.

-Nearly missed the RAM building, there's so many projectiles that I only saw it by accident when moving the cursor.

-Only having like 2 wall textures is disappointing. And I wish there was more visual progress than just a healthbar, like the wall is falling apart piece by piece.

-I finally bought all the houses, no final weapon sad.

Overall it's ok. I feel like for an incremental game it was a little boring, I'd like to have something to aim towards, besides buying houses to then get the next weapon. That said, it's a decent one afternoon timewaster. Keep up the good work.

Submitted(+1)

The game is an effective time waster.

I like the population mechanic but it feels too punishing because you can never get it back and every additional guy costs more than the last.

The only technical issue I encountered is that the tooltips are a bit fickle and would sometimes refuse to pop up. They can also pop up outside the FOV.

Keep up the good work.

Submitted(+1)

Spent way too much time playing this game!

The general incremental game flow is there and it feels like one (hence my long play time of multiple hours). However some things aren't feeling good yet.

First of the descriptions/ui is confusing. What does fire do? Or weaken? Especially confusing was the mason upgrade for faster processing. Does it mean the masons spend less time at their building? The numbers that pop up to the top left are nice, but also confusing. I guess its something like DPS? 

The beginning was confusing too. There is this wall that you have to chip away, so much is clear from the get go. However i was expecting some number go up. Instead i have this pile of coke on the ground that doesn't do anything. Took a while until i found out about masons and that they actually convert the "work" to currency.

After figuring out the start, things went up like you want it for incrementals. The longer it went, the more punishing the game felt however. I remember incrementals to always slow down in a current building tier, but giving you some momentum once you build the next one. This wasn't the case here. After mages everything became a slog. Once i had some upgrades for the ka-boomers, they were super strong, but the money flow still was slow. Unlocking the trebuchets made me think it's gonna go up again. At this point the ka-boomers did like 700dps. I added a few trebuchets and they did like 20? I felt betrayed. In the long run trebuchets scaled better due to nukes and dakka, but the upgrades were expensive. I thought i should just focus on dynamite boys.

Since housing gets incredibly expensive, i was regretting getting so many pickers. I wish i had put more people into other buildings, like ka-boomers or trebuchets.

Oh and one last thing: I don't get the wall hp thing. When i kill a wall and another one spawns, is it a better wall? Or is it harder to get resources from it? Or doesn't it do anything yet and has something planned?