Variety and graphics are nice, but gameplay is really shallow.
Main point of clicker games is to give the player a sense of accomplishment by allowing them to gain power in geometric progression. This game doesn't allow for proactive progression and upgrades your gear automatically. That would be something, but it seems the better the pickaxe is, the worse it is at doing it's job. Cracking the same stones takes longer the more you play, which doesn't feel right.
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Fantasy Miner: Idle Depths's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #38 | 3.683 | 3.833 |
| Audio | #81 | 2.722 | 2.833 |
| Overall | #89 | 2.802 | 2.917 |
| Authenticity (or, Creativity in use of resolution) | #102 | 2.882 | 3.000 |
| Gameplay | #107 | 1.922 | 2.000 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Themes
"Gotta Go Fast" (rate at which rocks disappear increases, forcing the player to click on them more and more faster) and "You're Not Allowed To Win" (this is an incremental idle game in which there is no clear ending, meaning you can neither lose nor win)
Tooling
The game is built using the LibGDX engine. I partially used the mechanics from my game, which we're releasing on Steam on August 31st. The main challenge was adapting them to the small 64x64 screen while preserving the feel, dynamics, and genre features. The strict design constraints force me to rethink certain approaches and patterns.






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