The Last Miner by bluellama
Trapped in an asteroid, with no chance of escape, finding power is your only chance of survival.
The caves are procedurally generated every time, so you can die exploring countless asteroids.
=Controls=
Simply move your mouse to the direction you want to go, and click to activate thrusters.
=Tips=
As well as propelling you forwards, your thrusters are both sources of light, and a tool for mining. Balance all 3 uses for maintained survival Your power drains quickly when your thrusters are active, use them sparingly Avoid bumping into walls, as they can cause you to lose your power even more quickly.
=Tools used=
Unity - Game
Visual Studio - Scripting
BFXR, Audacity, GXSCC, Abundant Music - Sound
Krita, Aseprite - Graphics
Made for Ludum Dare 39
| Windows | https://bluellama.itch.io/the-last-miner |
| HTML5 (web) | https://itch.io/embed-upload/550177?color=320A28 |
| Original URL | https://ldjam.com/events/ludum-dare/39/the-last-miner |
Ratings
| Overall | 145th | 3.65⭐ | 22🧑⚖️ |
| Fun | 110th | 3.65⭐ | 22🧑⚖️ |
| Innovation | 87th | 3.75⭐ | 22🧑⚖️ |
| Theme | 13th | 4.4⭐ | 22🧑⚖️ |
| Graphics | 48th | 4.15⭐ | 22🧑⚖️ |
| Audio | 130th | 3.45⭐ | 22🧑⚖️ |
| Humor | 450th | 1.857⭐ | 16🧑⚖️ |
| Mood | 76th | 3.667⭐ | 20🧑⚖️ |
| Given | 21🗳️ | 10🗨️ |
Btw, what is happening when the ship goes crazy and just keeps full thrust?
"Btw, what is happening when the ship goes crazy and just keeps full thrust?"
Tbh, I have no idea, haven't come across that before, and can't seem to replicate it yet.
Great use of dual-purpose mechanics! Clicking moves you around, clears a path, increases light temporarily, and drains fuel. Put together with the bounciness of the ship, it certainly makes for some interesting decisionmaking. Trying to go fast by going ham on the thrusters actually ends up making you slower due to the cramped nature of the level and the bouncy-ness of the ship. Did you consider making the glow-things visible when the area is not illuminated by the player? I wonder what that would be like :thinking: After a couple of attempts I developed a technique of pinning myself against a wall in a narrow space and blasting away a big chunk of terrain. Being able to develop higher-level strats is a cool feeling! Cool menu theme, I sat there for a good minute listening to what you had put together. Very nice title screen art! Solid entry. Gonna get back to improving my high score now :joystick:
But as I said it looks so good, so nice job!
There is a bug: sometimes after you release mouse button thruster is still active.
I also think that music from main menu should be played thru entire game.
I love how main game mechanic works and feels. But I think it requires some progression and goals (e.g. reach poin X for N seconds, or find Z gems, or find exit, etc).
Here is my playtest:
https://www.youtube.com/watch?v=yD4W11KDXzA
The placement of the light orbs feels completely random, they should be more spread out. Maybe also more of them.
At this point you're digging into another part with no other light orb around, so you just die.
At another time you find 3 stacked right next to each other.
Some powerups would be cool to have as well. Like temporary boosts or extra mobility.
The graphics are simple and work really fell, the sound effects make it feel a bit more alive and interesting to play, although a bit of music would have been nice to have as well..
I would try adding another functionally identical thruster to the front of the ship controlled with RMB. That might allow for some quicker/fancier moves around the asteroid as if dodging hazards and enemies *hint*, *hint*, *nudge*, *nudge*.
Quality work!