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Core !1!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #32 | 3.769 | 3.769 |
| Art / Graphics | #57 | 3.923 | 3.923 |
| Sound/Music | #105 | 3.308 | 3.308 |
| Overall Fun | #170 | 2.808 | 2.808 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Human made
Genre
Other
Rating
Family Friendly
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Comments
This was a really weird one for me. On the one hand, this game feels super polished and well put together. But on the other hand, the experience is a complete enigma to me. I just never got a sense of WHY I would want to clear these blocks. It just felt like a complete time waster, which has no interest for me. I struggled to articulate exactly what the gap was and speculate some potential solutions, but I didn't really land on a definitive solution. It feels like this game still needs to "find the fun" which is something usually done at the beginning of a protype phase, not at the end as a polishing step. You can check out the recording below or the VOD on twitch to get some more details.
Played the game for awhile and was enjoying it though I had 2 crashes and it didn't seem to let me save. Would like to see more variation in the upgrades. Also maybe I just needed to get further but having more then uniform shaped blocks would be cool. Something to make the mining more investing. Making the block a puzzle where you have to think about the order you destroy things to be more efficient.
I put about 20 minutes into this, so the criticism is maybe a bit surface level. I'm not a fan of the genre, but I've enjoyed Cookier Clicker and Insaniquarium, so I can get into it if the conditions are right. This one isn't really clicking with me though. Like it's doing the thing correctly by "unfolding" all these mechanics incrementally and giving me more to do and think about, but at the same time nothing really changes. I can only derive so much interest out of upgrading my ability to click on the screen less. The upgrade tree I found confusing, like it's presented as an optimization problem where I should figure out what upgrades are most worthwhile, but they all feel like they basically do the same thing, because there's really only one metric that matters: dps.
I'm aware that criticism can apply to literally any incremental game, as someone with limited experience in the genre it's really difficult for me to frame why this feels mindless and pointless but cookie clicker does not feel mindless and pointless (even though it is). Perhaps it's because it's missing that exponential growth dopamine that hacks your brain into thinking you're making so much progress that it stops caring that you're not really doing anything. Or maybe it's missing the aspect where I save my currency now so I can get a super great upgrade later vs spending it now for a less good upgrade; that aspect is important because it gives you something to look forward to in the long term driving you to stay with the game longer while also continually awarding you for engagement in the short term with small dopamine hits too.
I normally like to give specific actionable feedback, but I'm a bit at a loss here. I can't really envision myself enjoying this without some significant changes that'd turn it into something it's not. Insaniquarium has conflict and tension in it which keep the gameplay loop engaging because you can actually make wrong choices, loose progress, and fail entirely. Although I'd prefer if your game had that, it seems you're deliberately not going for that kind of design, so I'm probably just not the target audience.
edit: oh, forgot to mention, I am not a fan of the title screen music at all, it feels like it belongs in a completely different game.
Thanks for giving it a try and taking the time to write all this up! The point about unlocking more mechanics without the experience really changing is especially helpful. Having lots of upgrades doesnāt mean much if they all feel like different ways to increase the same number.
Iāll look into making the upgrade choices more distinct and giving players bigger milestones worth saving for. And donāt worry about not having a specific solution — knowing what felt unrewarding and why is already useful. Iāll revisit the title screen music too. I appreciate the honest feedback!
This was pretty cool! I love how well put together it feels both thematically and mechanically. It's a little of a slow burn, and I don't normally play games like this, but I can see the vision and it's pretty cool. Some general comments:
The VOD for the review is linked below and will be available for 60 days from the date of broadcast:
https://www.twitch.tv/videos/2870092300?t=1h38m10s
Thanks for playing and streaming the game, and for all the detailed feedback! Really glad you enjoyed it, especially since itās not your usual genre.
Iāll enable the PSX filter by default rather than make players answer a bunch of questions before they can start playing. The sound previews are a great suggestion too! Iāll also work on readability, making available upgrades clearer, and helping players find their way back to the center on dark floors.
Sorry about the freeze at the end — Iāll investigate the map zoom and fullscreen transition. Thanks for pointing it out and describing what happened!
okay yeah i REALLYYY enjoyed this oneee!
I'm a sucker for a roblox incremental or idle game, and I feel like this scratches all of those itches without trying to get me to spend robux. In my eyes, that makes this a PERFECT game.
If I had to give a critique, maybe I'd say that the upgrade shop is a bit overwhelming at first? Since so many upgrades are locked behind room requirements, it might make the game more compelling to have these be revealed as the player progresses, instead of displaying them all from the start.
Darkness is a neat mechanic to put in a game like this. I think I mentioned when I streamed that this could be a delightful secret horror game - I don't imagine that's the vibe you're going for, but you have all the systems in place for a really fun rug pull later... I can't tell what I'm mining because it's so dark... omg... what if i'm mining... PEOPLE?!
YES that's kind of a stupid twist! NO i don't care! Anyway I'm definitely the target audience for this and I'm eating it UP. I'm going to be playing more soon, probably while I listen to an audiobook or watch a youtube video essay. GREAT stuff!
Played it for a bit on stream around 2:24:30
Thank you so much for playing and streaming it! Really glad you enjoyed it, and I appreciate all the feedback. Also, your game is an absolute blast — seriously, great work!
I loved the polish and ui on this. Beautiful art, cool screen effects and very clear game flow in terms of where to click when. I think you've got enough feedback on the pacing so I'll skip that.
Here are the things I found most confusing.
1. I thought that the Red blocks were a bad things for a while until I accidently clicked one.
2. I got a lot of lighting related upgrades before I ever saw the need for it. I get the concept and like it, but I think maybe the pacing of this could be adjusted to feel a bit more "just in time" instead of getting lighting upgrades and thinking hmm I hope this helps
3. I don't really play incremental games, so ignore anything that's not relevant to you but, it felt a bit strange that there was no risk (that I could see)
4. I thought at first that the floating pickaxe was an adversary that I had to compete against, and similarly I didn't notice the turtle until around floor 20 when I noticed the button for the pets and realized I had already been using them.
5. The skill tree started very zoomed out for me and I had a hard time figuring out how/when things could be unlocked.
6. I also kept looking at my money and skill points and desperately wanted spend in the early ranks and felt like I wasn't getting a reward since I wasn't cashing in until eventually unlocking some stuff.
I definitely think you have a solid experience here and the polish you've put in is really paying off. Just the ui and accessibility stuff alone are HUGE!
Good luck!!
Unlocked at Floor 115!
Your game looks really cool! I love how unique it feels!
Thank You! I would like my game plays better, not just looks and feels...
Stopped at 8 Rates for over a week.
Hi there! Definitely a joy to see more incrementals like this that don't force a timer on you! I do agree with everyone's sentiment that it is a bit slow, not the level clearing per say that feels pretty good, but more the I am getting new things aspect of the game.
For example having your 1st item in first shop tab you see unlocking feels pretty demotivating yup I definitely saw the other items that unlock in the other shop tabs, maybe show those tabs first instead?
I think part of the feeling could also be alleviated by having some kind of notification pop up or highlight or something similar when you have a new upgrade or item you can purchase in the shop to show the player there is something new for them to take a look at.
Overall though with a few tweaks I can definitely see this being a really fun time, great work!
Hi there! Thank you so much for such a sweet and thoughtful review! Iām so glad youāre enjoying the untimed, cozy incremental feel.
You totally hit the nail on the head about the pacing. I completely agree that getting new things feels a bit too sluggish right now, and it can definitely be demotivating. Your ideas about showing the other tabs first and adding little notification highlights for new upgrades are absolutely wonderful. Since Iām a solo developer, getting fresh perspectives like yours is incredibly helpful!
Just wanted to give you a little heads-up: my next update is going to be a huge, global one! Iām adding a ton of new stuff and, most importantly, speeding up the overall game progression to make it feel much more rewarding.
Thanks again for helping me make the game better, your support means the world to me.
i love your idea! the atmosphere is great and it really tickles that cozy aspect. i really appreciate the hover mode. i felt like, in the beginning of the game, there should be more things happening, such as things to buy in the shop. i played on browser and i wish i could make it fullscreen so it'd be a little easier to read. the art is great and overall you have a very distinctive game, congrats!
Thank you so much! Iām really glad you enjoyed the cozy atmosphere and found hover mode helpful. Iāll look into giving players more to do and buy early on, as well as fullscreen and readability in the browser version. Really appreciate the feedback and the kind words about the art!
The atmosphere on this game is great! I just wish all of it happened faster. Maybe I am just zoomer brained but I wish upgrades happened faster and the room got darker faster.
Thank you so much for the feedback! A new update actually just came out that speeds the game up quite a bit, including the overall progression and pacing.
So your timing is pretty perfect š Thanks again for playing and taking the time to leave feedback — itās really useful for me.
I played on "hover" mode.
For some reason, it felt like the same room over and over again. Buying upgrades didn't seem to make much difference, since they almost never trigger. Even though the blocks look different and contained different ore, I couldn't detect any mechanical difference, so breaking the blocks all felt the same. Waiting until room 5 or room 473 for an upgrade just feels like torture, and it probably means each run plays the same, since you'll take the upgrades in exactly the same order.
I've played other clickers where the goal is to mine an area by clicking all the tiles. Maybe check out Arcane Earth, which has a lot of ideas I think you could borrow to improve your game. Most significantly:
If your game already has some of these features, you should let the player see them sooner. If I've been playing for several minutes/rooms and nothing's changed, I'll start to think I've seen everything the game has to offer, even if there are still hundreds of rooms to go.
Thanks for the detailed feedback! I think youāre right about the progression feeling too repetitive and the upgrades not having enough immediate impact.
Iāll definitely take your points into account, especially about showing meaningful changes and interesting mechanics much earlier instead of making the player wait dozens of rooms to see them.
Thanks for taking the time to explain what felt wrong and for the Arcane Earth recommendation — Iāll check it out
Satisfying game loop and sounds, click click, mine mine (actually I used the HOLD option, appreciate you give choices). I wanted to stop around room 40-50, played till 90 and I would have kept on going if there weren't so many other entries to be tested.
The progress is a bit slow, either some faster upgrades to mine easier or more idle mechanics so the game picks up some pace.
GL HF!
Thank you so much for playing, and especially for sticking with it all the way to room 90! That really means a lot.
Your feedback about the progression is very helpful. In the next version I'm planning to rework the progression to make the game feel faster and more rewarding, especially in the later rooms. I'm also considering adding a new game mode if I manage to get it finished in time.
Thanks again for taking the time to play and leave such useful feedback!
I played for like 30 min and reached like Floor 46, the core game loop is plenty strong, the only issue I did have was that I felt the game was progressing pretty slowly, considering the amount of Floors I had went through. And then I realised I was Stupid.
It took me till Floor 36 to realise that the base pickaxe could be Upgraded and that only happened when I was trying to get the Stronger Pickaxe which needed the base one to be Max. I have no idea how I missed that, but would definitely helped the feeling of slowness I guess. But also it does mean that not much options exist to feel like there is progress being made. To be fair, I imagine more things would come up later as well, but maybe some of it could come sooner. Just a thought that one.
Other than that the Game feels pretty nice overall, and all the quality of life features are great too, wouldn't have played the 30 min if it didn't have the Hover option. The Game also has all the Juice options an incremental game like this would need so that's all good too.
Also I read this being a thing related to Metal Poisoning and so maybe then you should go even deeper into the surrealist nature of it, that would also give the Game that unique identity it needs. Maybe that does happen later on already so don't know about that.
I deliberately kept this to about five to ten minutes so I could reach more jam games and give more devs useful first-impression feedback. I played on Windows 11 through Chrome, and that early window still matters because plenty of players will decide whether to continue before seeing the long-term progression.
I am a big fan of idlers and clickers, and you did a lot right here. Letting players mine by clicking, holding, or hovering is fantastic, especially for someone like me with carpal tunnel, but honestly it is a good option for everyone. I also appreciate being able to play or completely skip the tutorial, and the tutorial itself is concise and well designed. There was a brief freeze of roughly one to two seconds after I selected it, but everything continued normally afterward.
Mining feels satisfying, the sound effects provide strong feedback, and the UI and artwork are consistent with the strange, visually dense world you are creating. The density makes sense for the mechanics, but the presentation can still become messy and difficult to parse. The itch page font was especially hard for me to read, to the point that my eyes started glazing over while reading the description. I would increase its size or replace it, and if you are committed to the in-game font, please consider offering a more readable alternative in the accessibility settings. The red text against the blue background in the settings is also difficult to read and needs considerably more contrast.
The promise of āone more blockā comes through immediately, and this is definitely something I would play again. What is still missing is a sharper explanation of what makes CORE!1! different from the many other mining clickers and idlers already available. The pets, unusual pickaxes, evolving environments, or whatever you consider the real twist should be pushed much harder on the page and during those first few minutes. The basic loop works, now I want the game to tell me why this is the particular hole I should lose several hours inside.
If you have two minutes, dig into BEAT BAES and return the favor. I would genuinely value the playtest trade.
Dig into BEAT BAES Ā· Mark the weak seams
Regarding the question about rain underground—just saying, did it not bother anyone that there is cheese ore in the game? Or that your partner is a chicken, or one of the other 5 animals available in the demo? But seriously, thanks to everyone who played. It really means a lot to me!
P.S. This game isn't exactly built on realism or anything like that.
I like the concept. It has potential, but I think you need to make it more intuitive, there are strange button on the side, and as a beguiner you start slow, so you start wondering what does that button does, but is not easy to grasp and its a little bit frustrating.
Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!
This game was weird to play. Not because I didn't get the concept. Quite the contrary, I picked up what I was doing pretty fast. It's because nothing about the rest of it made sense. Nothing in the game is taught in an organic way. You just have to... figure it out. For example, what stuff in the store is permanent? Which is temporary? It's not always inherently clear, and even when it is... why bother when you should be saving for permanent stuff? Why would I buy temporary lights when I can have permanent ones? It's not like my pets can't see. They know where the drops are, they know where the blocks are. The light only helps me to do the level faster. When I get close to the end, I can just wait until they finish everything off.
There were also several aspects of the game that I just outright didn't like, such as how there's a button on the skill tree that's makes you zoom the entire skill tree out... right beside the button that lets you exit the skill tree. It's even far more prominent than the button to exit the skill tree, which is likely to make players click it first and zoom out the tree when they might've otherwise wanted to keep the tree zoomed in. I know I hit it a few times and got annoyed that I'd have to zoom in again later.
Oh hey, here's my third permanent light from the store! Let's just- nope. Nope. Not using this. Fuck off, light. There's a lot of inherent comedy in this game. I get that and I like it. But that doesn't really mean it's okay to do things that are just going to annoy the crap out of the player like that light just making loud noise non-stop.
And then there are things that don't make sense. Am I not underground? Why is it raining? Oh hey, this block generates light. Let me just attack this other one and that light is gone now despite the block still being there. What? Ok, let's do some skill upgrades. This started at 10%, I wonder what it'll be on the second level.... only 12%? That feels so small. Well, okay, let's do the third level and wait 30%? That's just such weird scaling.
And then there's the fact that I can't move my lights - not even the singular light that's supposed to be bound to me - anywhere. Only the chicken can move its own light.
One thing I also think should be changed is that if I'm trying to pick up an item and my chicken walks over to it when I click on it, my click should go onto the item and NOT the chicken. I'm already trying to grab it to speed the chicken up.
Last in my notes is how I get notifications about relics in the next three rooms. It says "Relic chance." I would normally take this to mean that there's only a chance to find a relic, but why is this limited to only three rooms? This makes me feel like it's less of a "chance" and more of a "you gotta find it in one of the next three levels," yet I don't even know what I'd have to do to even find a relic. Is it in the stones I'm breaking? Is it somewhere in the darkness? I just don't know.
Overall, I can see this being fun but a lot of things just kinda annoyed me instead. One thing this came could use is some tutorials (organic or otherwise) just to make things more clear. Having to just figure things on your own is a 1980s and 1990s game thing and, unless you're trying to emulate that, it doesn't belong in modern gaming.
Edit: I noticed a short time after I ended my stream that the game didn't close properly and there were processes still running related to the game. I would recommend checking into this as this could cause
Thank you so much for playing and for catching that crash-on-exit bug! Iām actually putting the finishing touches on an in-game tutorial right now—it's almost done, and a massive update is coming very soon.
Iāll definitely address all of your notes because they are 100% spot on. Well, except for the rain part! My main goal was to give the game a deeply weird, surreal vibe. To let you in on a little secret: the main character is actually you. You are hallucinating in bed due to heavy metal poisoning, so everything around you is just a fever dream
That's an interesting concept for the reason behind the game. I really like it. :)
I'm a bit behind on this but here is the VOD: https://www.youtube.com/watch?v=cEmVYVPjExc
Hey I gave it a play. I like incremental games, and this is close to scratching that itch. But I'm not sure I like the darkness component, and couldn't figure out anything about candles making it better. If there was a clearer path to controlling the light, that would help (and there may be and I might have just missed it, so making that clearer would help). But overall, that is what took my attention, so I couldn't focus on what the upgrades were doing. And you couldn't see the animals, so I didn't really understand what they were doing or how to use that to my advantage. I could see a version of this game that's just in the light, and just breaking blocks, and as long as there are fun upgrades (and automations), that would be enough, and just keep stacking the blocks higher and higher so I can break them.
For some specific feedback, the UI could definitely use some work, like the interactions with the upgrade tree (it would be nice to be able to tell what is available, and what you can afford, without having to click). Also, the thing about purchasing things at the store, and slots, and what was in a slot, wasn't clear.
I think also, just speeding up the progression would help a lot. There don't seem to be many upgrades that speed up progression. There is the one thing at the store you can buy to increase your xp, but it's only for one level at a time.
I think you've got a good base set of interactions here, so just improving some of the UI, and how you mitigate the darkness, and the speed of upgrades will help a lot.
Thank you so much for such a detailed breakdown of the issues in the game. I will definitely take your feedback on board and fix everything you mentioned in the next patch
This game is makes me keep doing it without thinking!
I can't feedback this game because this game is very perfect to play!