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(1 edit) (+1)

Oh I knew that profile pic was familiar, I remember your game from Dungeon crawler jam 2023, nice to see you again.

Thanks a lot for the detailed review and for the thorough exploration. The deeper floor indeed gave more money but we neglected to display that. In an effort to make the UI as minimalist as possible we ended up confusing everyone. The same goes for the speed upgrade, it was nerfed quite a bit because it made the game look bad when the pickaxe swung too fast, now it mostly reduce the cooldown between swings and the knockback from hitting blocks.

The gold placement system is simple but pretty intentional, gold blocks will usually spawn on cave walls or in small cluster to make them more pleasant to find. I'm really glad that someone noticed.

Thanks again for playing, I'll be sure to come check your game when I get some time.

Even if people don't notice, the intentionality there probably still greatly helps the feel.  I find that's the case with a lot of procgen stuff, in my game for this jam I generate (some pretty crappy) house interiors, and probably no one will notice that every dead end has a chest, but it goes a long way towards making it feel game-y.  Someone might notice if dead-ends didn't have chests, as they'd get a "why'd I bother coming here?" feeling, but probably won't notice when it's working.  I think I only noticed here because I've got procgen on the brain :D.

And, hi!  Yeah, I remember your game from DCJam23 as well, nice to see ya!