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A jam submission

GRINDView game page

and nothing else!
Submitted by WoodyBookmaker — 5 minutes, 9 seconds before the deadline
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GRIND's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#24.1254.125
Concept#93.8123.812
Overall#103.7343.734
Presentation#113.9383.938
Use of the Limitation#273.0623.062

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

Team members
1

Software used
Unity

Use of the limitation
You need to shoot at correct timing, that become faster with time

Cookies eaten
0

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Comments

Submitted(+1)

Really solid all the upgrades were pretty creative and the sound/animations are super polished

Definitely the best itchio page too

Submitted(+1)

You got me. I have to bookmark this to come back to it, because I only got like 10 upgrades so far. 

I love minecraft, I love incrementals. You nailed the look and feel of each. Insane that this was made in 3 days. You are on another level.

Submitted (1 edit) (+1)

Loved it. This is the best incremental game I have ever played in a game jam. It was satisfying and addictive, I think I played for a solid hour to beat it. Everything was great, but what I liked the most was that it felt challenging the whole time! I always felt like I had to make optimal choices, otherwise it would become too hard. There was so many upgrades (made in a weekend jam!!) and they felt unique and exciting. 

You also managed to add some quality of life stuff. When a pickaxe has been bouncing for too long, it gets sped up. The volume meter is very accessible which was great when the sound effects started to escalate, haha! I think you could fix that with a compressor btw. Also, you didn't go the "cheap" route for the win condition, where an upgrade is simply "Buy this to win", but you actually implemented it into the gameplay. Great stuff, I hope you win the jam!

Submitted(+1)

Submitted(+1)

I played this for a while, it's very good. 

I would have liked if the progression was considerably faster, especially for a game jam. Sure this way I realised better what upgrades had what effect and thus could be more strategic than if I had gotten 6 new upgrades every round, but the latter is more satisfying...

I could probably have advanced quicker if I knew the "spawn copper" upgrade only became available after buying a stone pickaxe. I was like "Lets you mine copper"? That's useless, there is no copper! I'll buy that one when I see some copper appearing.

I liked how you could aim directly in one of the six straight directions to get the pickaxe to bounce basically indefinetely, having the unfortunate side effect that it creates a straight hole out of the center.

The visual effects on the things were really nice, like the copper one moving faster, making it all more visible what is doing what. I was never like "I have no idea how much of an effect this upgrade has". The lightning one could have been more subtle, and more clear from where it originated

I think it could have been nice if instead of the "wall bounce" being a chance, it just costed a certain number of ricochets, starting at like taking three quarters of what you have left. I don't know if it would work, but it would make bouncing straight into the void a bit less devastating.

The crates are cool, but I think they're a bit weak.

There could be a bigger incentive to try to stay alive longer, cuz for me the blocks just seemed to get stronger and thus getting less resources per point of damage. If there is already an incentive, I think it should be more clearly communicated.

I'm a bit curious why you decided to only use ingots, even for stone and diamond, when minecraft has some readily available textures for those.

I didn't expect the obsidian to spawn that quickly, but maybe I just bought the upgrade too late.

Nice game. 

Submitted(+1)

I really liked this one! It honestly feels much closer to a complete game than a typical jam prototype. The mining loop is easy to understand, but the upgrades, new resources, goals, and progression give you plenty of reasons to keep playing. I especially liked how each run feeds back into improving what you can do next, which makes the experience feel cohesive instead of just being built around a single mechanic. The visual style is consistent, the progression is easy to follow, and there is a strong sense of polish throughout. I could easily imagine this being expanded with even more upgrades and content.

Submitted(+1)

Sooo addictive! The sounds are really satisfying, and I also liked the idea that after you lose, you get a skill tree to upgrade your character. I don’t think I’ve seen a system like that in a game before. Keep it up!

Submitted(+1)

good mood, good gameplay loop and good depth, that's a really strong combo. I also liked the game feel a lot. UI seemed a bit awkward for that new run button being right above the button that you're supposed to play to continue it, I would put it somewhere in menu or at least further away. I would say it would be more intuitive to choose direction of the pickaxe, but I do understand we need to follow the limitation. Overall really enjoyable, did you draw any inspirations for it?

Submitted(+1)

Wow, got myself invested for 20 minutes! Want to see more! Nice game.

Submitted(+1)

really cool game, got me playing for a while!

Submitted(+1)

the best game I played so far!