Nice demo! Played through this today.
- At times the game sounds like all of Vegas' slot machines at once. Some sounds seem more important than others, e.g. ore leveling up is much less interesting than the mission being completed.
- How to see ores' worth? The game expects the player to make decisions (such as at which depth to mine, or which ores to keep and which to trash / smelt) without providing the required information. Maybe list per-ore worth in the levels and inventory page?
- The UI is quite overloaded. Took me a bit to figure out that there is, in fact, a depth gauge.
- Early game's bottleneck is inventory size, especially after unlocking the sour candy artifact. Later upgrades and chest bonuses do expand it.
- Besides that, doing Larry's missions (while being picky which missions to choose) seems to be almost always more profitable than selling ores.
- Green = incomplete and yellow = complete for the progress bars was confusing at first. I wasted a few trips to Larry until this stuck.
- Didn't find the dorito artifact, which the prestige upgrade tree hints at.
- Being able to keep stacking chest effects to overcome depth mining hardness was a fun mechanic to discover.
- I wish it didn't make my laptop hot. To be fair the game does seem fairly technically complex. The performance mode in settings didn't change much.