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(3 edits) (+1)

pretty cool game!

  • the graphics are decent. there seems to be a bit of a style difference from the title screen and the rest of the gameplay art. glad you were able to fix the transparency issue you had on the menus and get everything within the 4 color limit!
  • i like the music. the title screen song is my favorite. the gameplay music is good too, but starts to get repetitive after a short time.
  • like how picking up more gold makes you move slower. reminds me a bit of Dome Keeper in that regard. the digging and way you have the NPCs setup reminds me of Steamworld Dig. if you haven’t played those games, they are good ones to check out!
  • it took a little bit for me to figure out how digging works and what the UI at the top of the screen was telling me. i died a lot at first. then i started to draw the connection between when the bars and why the level would collapse. i probably should have read the screen better before digging lol!
  • i’m still not sure how bracers help and where i can and can’t place them. it seems like they can only be placed on an edge tile, and i assume they help keep the stability up, but it’s hard to tell if they’re really making any difference. maybe some more feedback would be helpful for that. maybe they could add a bar to the stability meter?
  • it seems like the more expensive dig sites aren’t even worth it. they don’t allow you to dig very deep before they start collapsing. i just stuck to the second one mostly and would get a few hundred gold and come up when the stability meter was down to 1 bar.
  • i don’t really know what the different is between the different tile types, but some seem to be more likely to have gold and others seem to cause collapses quicker.
  • the canary didn’t seem to help any, and i’m not sure what the “plank cap” upgrade did.
  • it’s a bit weird that you have a “leave” option in the menus, but selecting it does nothing. instead you have the X actually exit the menus.
  • i was able to pay off my debts though, so now i’m free!!!

i hope this is helpful feedback. nice job on the game!

(+1)

I really appreciate the depth of this feedback. Thank you!

Most of those issues in tracking, and the short answer is I ran out of time. 

Many of the points of confusion is how I set the game up. When instability triggers it rolls a % chance. The later levels I made this too high, it isn't balanced properly. The canary triggers every chance, so if the roll doesn't trigger it seems like the canary is random. 


Again, thank you for explaining the transparency. It would have sucked to be DQ'd out of the gate.