Diggy hole by someone

Well, there are no dwarves involved but you are digging a hole. Try to find gold to purchase better tools and hire more workers.
The map is procedurally generated. Gold is more common the deeper you go.
Controls
WASD, Arrows or right click and drag to pan the camera.
Home will centre the camera on the chest.
Numbers 1-5 are shortcuts for the tools on the left.
Purchase things by clicking on the chest, if you have gold.
Gold will need to have been transported to the chest. There must be a valid route.
You can turn off specific jobs for individual characters in the character info panel.
Missing
The hammer tool is unfinished. Seems these guys are too primitive to build bridges and ladders.
Also enemies were not at a state that was playable so they are also disabled.
Let me know in the comments if how much wealth you manage to amass if you manage to find any.
There should be plenty around...
Help
It seems several people are failing to figure out how to get back up to the chest after falling into an abyss. It is possible to traverse to anywhere on the map by digging or by placing blocks with the block tool. This is why ladders and bridges were a low priority for the jam.
The step tool is for turning corners into slopes to speed up traversal.
There needs to be a valid route back to the chest before characters will collect the gold. They will do this automatically if there is a valid route. The bag job icon will be red if there is no path when the character is selected.
Characters will automatically pick up tools if they are better than what they currently have.
Click anywhere visible when you have no tool selected to add a move-to task. These are for exploring and can help in determining if a location is accessible.
You can toggle specific job types on and off in the character panel.
Characters can also be renamed in that panel.
I recommend buying a bag first. It allows you to carry 5 gold at once.
Edit: Updated the build with some fixes for crashes and critical bugs I hope nobody noticed.
Ratings
| Overall | 1302th | 3.289⭐ | 47🧑⚖️ |
| Fun | 1562th | 2.86⭐ | 45🧑⚖️ |
| Innovation | 984th | 3.148⭐ | 46🧑⚖️ |
| Theme | 929th | 3.636⭐ | 46🧑⚖️ |
| Graphics | 1359th | 3.227⭐ | 46🧑⚖️ |
| Audio | 1049th | 2.977⭐ | 45🧑⚖️ |
| Humor | 1164th | 2.354⭐ | 43🧑⚖️ |
| Mood | 1548th | 2.917⭐ | 44🧑⚖️ |
| Given | 91🗳️ | 95🗨️ |
@elosociu The gold is there somewhere. The map generator doesn't always make it easy to find.
It took me a bit to figure out what was happening but it wasn't to complicated. I will say though that the map generation is pretty brutal on gold.
It would be nice if you had a wavepoint marker so you don't have to tell the AI to clear everything just to explore the caves.
One note is that I couldn't work out how to collect the wealth of gold I mined. I had to leave it sat lonely on the floor :(
The game definitely has a lot of mechanics, but I felt like none of them were fleshed out enough to really experience the vision you had, at least for me.
But I did like how you had a mostly functional game loop, good stuff!
The big thing for me is that I don't want to spend all day watching a guy bang rocks, and then run a single gold at a time back to the start. For a jam game, try to think of how to give the player a great experience in 5-15 minutes. With what you have so far, you could start the player with 3 workers, make sure there is some gold near the start location, make the default mining speed faster, and let the guys carry maybe 5 or so gold at a time. That way we can do more fun stuff and less waiting around. Just my 2 cents :smiley:
I know you didn't get to everything you wanted, but another quick win could be to add an explore task. It's cool that there are pockets of air, but they are awkward to explore with just dig/place block.
Ensuring there is always some gold near the start would have been a good idea as it would also teach players how picking up gold works before they get stuck miles away.
If you just click somewhere with no tool selected it adds an explore task, it is still not ideal though as you can only place them on visible tiles. I intend to make an auto-explore task which will automatically uncover accessible areas.

I liked the graphics and the music. I guess you went for a bit of meditative slow-pace - the music, the slow walking pace and the fact that our miners just sit around in quiet contemplation when not ordered all set that atmosphere. And that is cool for a while but after a time the slow moving pace discourages you (at least discouraged me) from continuing exploration. As our protagonists carry their precious mining gold slowly, slowly. Maybe including some button that would allow the player to increase/decrease the speed of the overall happening on screen could be nice? That way if I just want to ponderously dig, I can, but if I want the nameless miners to get a move on, I can do that too.
Building stairs up from blocks works fine. But building stairs down is impossible. I guess that's how the real world works ;). But still, game-wise I wanted to be able to build stairs down into abyss!
Gold seems to be quite scarce and on some maps feels near impossible to find.
good at : dig and fix mechanism are great , I wonder how you write this , seems like a lot to do with meshes ;
all tools works well ,but I have some problems with the 5th tool ,
not good at : animation :smile_cat: this dig animation is so stupid but funny; audio seems need more time
anyway ,good job for this :smile:
I'm in love with your camera, it feels so smooth to control it.
I like the animations and also the fact that you procedurally generated the map.
Gl with your game and have a wonderful day :D
I would suggest fewer or smaller air pockets, or an easier way to travel straight up (ladders indeed), because it's a lot of work constructing stairs if you fall 20 layers down.
A last remark is that the buttons didn't always lit up when I clicked them. The game was also quite heavy in contrast to the low number of things that were happening. I'm thinking that can be the reason it didn't register my clicks sometimes.
Overall, very nice game, I would love to see it further extended, with possibly some kind of goal to work towards.
Controls are a bit abstract, but works really well. The general pacing is a bit slow,
but building up & digging down is quite fun. I played it two times (total 2,5h) I think I go play it a third time...
-Innovation: (4)
It is somewhat like lemmings, but you don't need to be afraid of suicidal workforce. It's a good foundation for the
RTS I would like to have when I play Terraria.
-Theme: (4)
You need to get deeper & deeper - not necessary downwards my first gold was in the cealing of my start area.
-Grafics: (3.5)
The world is made in easy-to-read cells. There are quite some assets like the miners etc.
Although textures, light & grafic-quality wasn't that much of a priority here (imo the right decission)
-Audio: (3.5)
There is a small set of sound effects. The soundtrack was relaxed & fitting.
-Humor: (1)
You can turn of this option - your game offers so much it doesn't need jokes...
-Mood: (2.5)
Everybody get it, that you are underground. For more atmosphere you could use some lightning, fog & ambient noises
(howling wind or a metalic glittering so you can hear gold nearby)
-Overall: ( 4 + 4 + 4 + 3.5 + 3.5 + 2.5 -> 3.5 )
I've ignored humor for the calculation. Your game is mostly good, it's not great in the media department, but
it has interesting mechanics that function as intended, most of the time :P
The Points I would like to rate:
-Quality/Polish: (4.5)
The main menu is great, you can open it always & it offers audio & video options.
There seem to be rare glitches but I couldn't reproduce them.
The thing the game is in need of are tooltips.
-Genre: (4)
There are not that many Plattfomrer Strategy games, but this is a good foundation for it, with a hint of rpg with it's items.
-Szenario: (3)
There is no goal told by the game, it is more a sandbox game, where the collection of gold allow me to grow my workforce.
-Setting: (2.5)
Besides being underground, I could not tell what else is in the world.
-Story(telling): (2.5)
there is not much about what is happening ... there could be some hints for finding gold.
Giving your miners name is a gimmick
Gameplay:
-Controls: (4)
scrolling with multiple layouts, zooming out and in(towards mouse position) are great.
Selection works, and characters inventory isn't difficult to understand.
Assigning jobs(Tools) is well done. The automatic execution can get a bit confused, but nothing to struggle to hard. Waypoints or a walk command would have been great.
-Rules: (4)
Automatic character movement is solved in an intelligent manner. building, mining & transport are solved clearly. Buying items & personel could have been made more clear (in the game).
-Complexity: (4)
random world generation, yeah. There are a couple of activities & interactive objects (charcters, items, environment),
the game seems to be focused on growing & exploring - the game could use of some adversaries & obstacles
-Difficulty: (3)
The game is not hard to learn, it is more challenging to ones patience, finding your first gold.
Imho some initial gold in any form (ideally being spawned nearby) would have been great.
-Content: (3.5)
Replayability is given by world generation & the game world is quite large.
You can create a "small" mining group. The Environment can/should be reshaped by the player.
LOOK AT THE GOLD :smile:

Finished project:

Still much to do but it has some significant improvements.
[Details here](https://sam.draknek.org/projects/diggy) or the post jam link above for a direct download.