Lost in the Mine by Andro
A 2D top down game with minecraft inspired graphics where your objective is to save your dog.
Navigate the different levels while surviving and gathering emeralds and exchange them for upgrades that will help you reach the end of the story.
NOTE:
In order to go back to the main menu in the game you will need to press ESC twice. The first time will minimize the fullscreen and the second one will put you on the main menu. Due to how itch works, I cannot change this
I hope you enjoy my game and happy jamming!





| Youtube | https://androidus.itch.io/lost-in-the-mine |
| Original URL | https://ldjam.com/events/ludum-dare/46/lost-in-the-mine |
Ratings
| Overall | 1029th | 3.569⭐ | 31🧑⚖️ |
| Fun | 1164th | 3.345⭐ | 31🧑⚖️ |
| Innovation | 2206th | 2.707⭐ | 31🧑⚖️ |
| Theme | 2415th | 2.69⭐ | 31🧑⚖️ |
| Graphics | 2015th | 2.897⭐ | 31🧑⚖️ |
| Audio | 696th | 3.5⭐ | 30🧑⚖️ |
| Humor | 878th | 3.148⭐ | 29🧑⚖️ |
| Mood | 1119th | 3.446⭐ | 30🧑⚖️ |
| Given | 63🗳️ | 4🗨️ |
Is it original music? It seems produced to a much higher degree than the rest of the game. It is somewhat incongruous, but since the author didn't elect out of the category, I rated it as-is.
cool light mechanic btw
I really enjoyed the narration.
Would love it if the light didn't go thru walls and trigger enemies prematurely.
Glad you enjoyed it!
I think you're talking about level 3, where it is intended for the fires to be that way in order to teach the player about the use of medkits. In the other levels, you can dodge them with ease if you are shining the light in that direction.
Yeah, the way we presented the story was intended to lighten the mood. Glad you had fun with it!
As for the music, we didn't create it, but we didn't opt out of the audio category because we made all of the sound effects. Is it necessary to opt out if we didn't make the music?
The point of the small FOV and the repeating tiles was to cover up the relatively small room sizes.
As for the lighting effect, glad you found it cool!
Yeah, the fires were originally going to be traps and it wouldn't make much sense to have traps in a minecraft world(I know medkits aren't really a thing either, but we let it slide).
The light going through walls was used as a gameplay feature. In some of the levels, you know where the key and the door is, but you have no idea how to get there. It also doubles down as a way to see what is waiting for you next, albeit for triggering the monsters. We thought it was a good compromise.
As for the narration, glad you enjoyed it!