Humble Miner by west
Our game "Humble Miner" is a game about delving deeper into the mountain in order to find better ores.
Get ores,
Earn more money,
in order buy better equipment,
so you can get more ores,
(repeat)
The further you go from spawn the more rare ores appear!
Dev/artist commentary---------
We somehow made it! It was a lot of fun to make and we can't wait to try out the games of everyone else!
First off I'd(West(programmer)) like to apologize for the poor optimization in this project, honestly we were lucky to be able to get it playable.
More Download links coming soon!
Known bugs------
-Sometimes when hitting a wall the rotation of the wall gets messed up,
-you can exit the world
-Right click to place lanterns note doesn't show up, the little note which showed the controls didn't show up strangely
-You can't pick up the purple ore
-Sometimes the walls close behind you, which can force you to close the game if you have a broken pickaxe
-when you start the game the sensitivity is way to high, you can fix it in the settings menu
Ratings
| Overall | 1480th | 3.176⭐ | 56🧑⚖️ |
| Fun | 1280th | 3.102⭐ | 56🧑⚖️ |
| Innovation | 1428th | 2.821⭐ | 55🧑⚖️ |
| Theme | 1057th | 3.537⭐ | 56🧑⚖️ |
| Graphics | 1473th | 3.074⭐ | 56🧑⚖️ |
| Humor | 1138th | 2.398⭐ | 46🧑⚖️ |
| Mood | 1208th | 3.274⭐ | 55🧑⚖️ |
| Given | 74🗳️ | 88🗨️ |
I just wonder, can you somehow win or lose the game?
I'd add sounds for hitting, and a toggle for inverting vertical mouse look(Yes I am one of those players)
Another thing to consider is adding a script that disables the "Quit" button on the menu if it's WebGL this causes the game to crash if you try and do Application.Quit(); I use something like this:
```cs
public class HideInWebGL : MonoBehaviour
{
public void Start(){
#if UNITY_WEBGL
//this will only be called on WebGL, so put this on your quit button.
this.gameObject.SetActive(false);
#endif
}
}
```
I'd also make sure to look into some kind of anti soft lock mechanic. I can Imagine a situation where you break the pick, then buy an upgrade only to then not be able to buy the pick repair and being stuck with an upgrade but no pick and being unable to progress. A simple one would be to make the repair free, requiring you just to go back to the table to repair, so it'd be impossible to soft lock that way.
But I really enjoyed playing the game.
Did a bit o diggin, a bit o sellin. Simple but effective.
My mouse looking was a bit too sensitive tho, ran around like a drunken man.
Inventory sell button was a bit hidden, and some mine-pick-axe sound effects would have helped get in the vibe :)
Overall quite neat entry! Good job! :)
Well done! :D
Good atmosphere, with good graphics and music. The Controls are easy to remember and pretty intuitive in my oppinion. The upgrade mechanic was a good idea to give players the feeling of achieving something with their actions. The sensitivity was way too high on start, but I saw the entry in the Bugs list and appreciate, that you included a configuration option to turn it down.
I encountered some bugs, that were not yet in the list above, but it's a playable game, so good job. :muscle:
All in all it was fun to play, and if you were to fix some of the bugs, I would play it again.
|||
|-|-|
|**Game version**|Windows(64)|
|**Resolution (aspect ratio)**|3440x1440(21:9)|
#### Bugs
All bugs occurred in the above version. I did not check if they also occurred in other versions.
- **major**
- I could not pick up the pink Minerals
- Some Pickups did not end up in the inventory
- **minor**
- you could pick up items, when the backpack is full, resulting in loosing the picked up item
- **low**
- The shop does not seem to have a collider
#### Suggestions for improvements
- Indicator on how much space is left in the inventory
- Show the amount of lanterns you have left
- Visualize the health of the pickaxe
- The shop opening on it's own, when approaching was a bit strange. Maybe use an interaction key next time :slight_smile:
#### Tips
- maybe test the game in different resolutions next time
- I had to switch monitors to see all UI elements on the screen.
- Not a big deal, but something to keep in mind for future games
- 1920*1080 worked great
- I was unsure, if you could do anything with the resources you find, other than sell them.
- Also not a big deal, as it gets clear pretty fast. Except I missed something, than sorry for that :see_no_evil:
Some small things I wished for:
* Since the main focus is mining, I would have liked some juicier feedback for each hit. A sound would have gone a long way!
* I wish it were clearer what upgrading my pick would do for me. Maybe just naming them and giving different colors (iron, copper, etc) would be enough, but some tougher to break ores that I needed an upgrade for would have kept me playing longer. Maybe this was there and I just didn't find it!
That music was also used in SoundSense plugin to Dwarf Fortress. It's automatically sets mining mood for me :D