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A jam submission

Inferno MineView game page

Submitted by L1me0n — 59 minutes, 8 seconds before the deadline
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Inferno Mine's itch.io page

Results

CriteriaRankScore*Raw Score
Theme relevance#1963.0623.062
End-of-life plan#1993.1253.125
Sounds#2542.0622.062
Overall#2552.5002.500
Fun#2622.1882.188
Graphics#2792.0622.062

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

End life plan
Inferno Mine will remain freely playable on itch.io after the jam. I will preserve the WebGL build and Unity project and may fix critical bugs, but no major post-jam development is currently planned.

Transparency note
AI was used extensively as a coding assistant for C# implementation, debugging, and design feedback. I made the core concept and final design decisions and performed the Unity setup, integration, balancing, and testing. Third-party visual and audio assets were used under their respective licences.

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Comments

Submitted(+1)

Congrats on the game, it’s a fun one!

As for concrete feedback, on the controls section you should mention ‘wasd’ to move the character, as it’s easy for people to assume you’re just killing the monsters. A background, even a simple one with just lines, would help the perception of movement. Likewise, having the ‘score’ reduce when the player moves backwards would be a nice bit of gameplay feedback.

Other than that, there seem to be some bug where the creatures don’t get revealed occasionally and die immediately. On the other hand, and I’m not sure if this is intended, some creatures of the same type seem to require considerably more hits than others to die.

But overall, it’s a fun idea, congrats.

Developer

Nope that's not a bug. It's a system with charged shots. On the left you could see your charge which slowly fills between your shots. Max charge is 7 damage. So, that is why sometimes enemy were killed immediately or took many bullets. Purple collectibles increase that max charge.

I just thought it would be more fun to make players figure things out. 

Submitted(+1)

197 meters! Couldn't beat bosses. Definitely needs repeating background to show movement, because right now it makes you think you should stay in place and kill enemies.

Submitted(+1)

114 meters!d it's a fun basic idea, i like it but wish the graphic was good

Submitted(+1)

I think there’s an interesting concept here that would be very interesting to see explored further, and that could be fused with many other genres. For example many RPGs have an “identify” mechanic that helps you learn more about an enemy’s moves and weaknesses, but once you’ve used it once, next time you see the same enemy you don’t need to reuse it. What I like about this is that you don’t even know which enemy it is UNTIL the “identification” is complete.

Likewise for FPS games, there’s lots of variations on the multiplayer “prophunt” genre, but I can’t think of many single-player or PvE FPS games where you have to scan each enemy you come across just in case it’s deadlier one in disguise…

So yeah, nice concept, pretty versatile.

Submitted (1 edit) (+1)

I got to 59 meters! I could probably have gone further, but those enemies sure like to latch on! Are they faster or the same speed as the player? Because I noticed that once they touch you, they will never leave your immediate side. Making them just a little bit slower, or maybe adding a damage knockback would help with that. 

It took me a little while to realize you were supposed to walk to the right, there's no visual indication in the background that you're actually moving. Just a quick tiled texture and maybe some milestone markers every now and then would help the player know that they're doing the right thing.

Nice job! I hope you keep jamming!

Developer(+1)

Thank you for your comment! Yeah, enemies are faster than player, because otherwise it was easier for player to just keep on without a fight. However, you are right about them latching on. I will keep in mind those suggestions.

Submitted(+2)

It's true. Even just a series of repeated background dots as if the game was inside a snowglobe would have served this game well.

It doesn't have to extend artificially a large finite number of times, either. Once you have the camera variable in the function with a bit of math, you can make backgrounds repeat infinitely with barely any resource usage at all. I don't mean to brag but I actually wrote such a function when I was making my own entry. Really satisfying code to pull off.

I do think the graphics on everything else could use a bit more pizazz, but for what it's worth I do think I like the appearance of those hounds.