In the Hole by Kramdar

[raw]
made by Kramdar for Ludum Dare 48 (COMPO)

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In the Hole is a real-time resource management game about digging yourself out of debt, by digging deeper and deeper into the surface of a distant planet.

Controls

  • Left Click to select buildings and options
  • Right Click to close menus
  • W/S or Up/Down or Mouse Wheel to move the camera up or down
  • PageUp/PageDown to do it faster
  • A/D or Left/Right or Mouse Left/Right buttons to move the camera left or right
  • Escape to quit at any time

Mechanics

Try to get your debt back to zero by selling resources obtained from smartly (more so luckily) placed extractors.

Click on a room to see your options. Any room can have a tunnel built off of it for the cost of one mineral. Only newly built, unimproved rooms can be specialized into three different buildings: - Extractor: mines out whatever resource the room is placed directly on top of. Cost: 1 mineral - Sensor: reveals resource locations within a longer range than regular rooms. Cost: 1 mineral - Fortification: flex on your homies. Time constraints blocked the completion of this feature. Cost: 1 mineral

To survive on the hostile WASP-143 d, you need to consume one unit of 3 resources daily. Oxygen, Water, and Food are all measured in one-day units. You consume these units at 6 in the morning like clockwork because you're weird like that. If you don't have at least one unit of these resources at 6 then it's Game Over.

Aside from eating things you pulled out of the ground, you can also buy any resource for delivery straight to your space helipad. These of course cost more to buy than sell, and add to your debt. Don't worry though, the D.E.E.P. won't mind getting some more time out of you!

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Story

In the indeterminately distant corporation-run future, being in debt somehow sucks more than it does now. Luckily you have been permitted to take part in the D.E.E.P., a program to help debtors tug at their bootstraps.

On the face of it, mining out a seemingly desolate world in the Inner Arm all alone, until your debt is paid off or you perish, seems like an agonizing waste of time. However the alternatives offer only worse prospects.

D.E.E.P. participants often come out the other side as leathery withered versions of themselves, if at all. But at least those few make it out at all and can go back to consuming Argus Megacorp's products guilt free for a while. Perhaps you will be as lucky... maybe even more so.

ld42.PNG (...42? I must have been running on fumes when I made this :face_palm:)

Ratings

Overall 225th 3.738⭐ 23🧑‍⚖️
Fun 425th 3.357⭐ 23🧑‍⚖️
Innovation 84th 4⭐ 23🧑‍⚖️
Theme 19th 4.405⭐ 23🧑‍⚖️
Graphics 245th 3.762⭐ 23🧑‍⚖️
Audio 228th 3.548⭐ 23🧑‍⚖️
Humor 214th 3.125⭐ 22🧑‍⚖️
Mood 71th 4.024⭐ 23🧑‍⚖️
Given 22🗳️ 4🗨️

Feedback

Kitsomo
26. Apr 2021 · 16:50 UTC
Really great story you have there. The game looks interesting , and I played for a long time, yet I did not quite understand how it works. The music was also a tat bit too loud, had to lower my headset volume. Very good try overall well done!
ristoretto
26. Apr 2021 · 17:45 UTC
I expected this game to be too complex, but got it rolling pretty quickly. It's fun dragging out the nodes, scanning and putting down nodes to extract resources.

I also think that debt is an interesting mechanic. That said, I never found anything that would allow me to start to pay back the loan XD It could also be interesting if there was some mechanic that made it more cumbersome to build down so you also branch out on the sides. Maybe also a long range scanner.

I like the core concept, and I can see this expanded on in multiple ways, well done!
🎤 Kramdar
26. Apr 2021 · 19:02 UTC
Thanks for the feedback!

@ristoretto
Resources get more valuable and there are more of them the further down you go so it is technically possible to pay the loan off. It takes a minimum of 15 minutes though so without anything else interesting to do in the game I probably wouldn't recommend trying for it. Had to cut some features to make the time limit unfortunately.
Kieron Woodhouse
26. Apr 2021 · 19:05 UTC
Nice concept and some decent mechanics are implemented well. The one major flaw is it seems to cost 2 minerals to extract 1 mineral, so I can only ever rack up more debt? Some good work here, though, and I could easily see it turned into something more complete with just a bit more time.
someoneman
26. Apr 2021 · 19:31 UTC
This has the potential to be a fun and addictive game, but currently the game boils down to "build tunnel, build sensor, extract any gems you find, repeat downwards."

Also, there's no point to extracting anything other than minerals (except if they happen to be right next to minerals) since you need to spend 2 minerals to get them, but it's always cheaper to just buy them directly.
gilborn
26. Apr 2021 · 19:38 UTC
I got deeper and deeper into depth... ;-)
Pretty addictive play, I liked the moody sound, after some time some progress in gameplay was missing.
Nice entry!
🎤 Kramdar
26. Apr 2021 · 19:53 UTC
@kieron-woodhouse minerals should yield 1-5 units when extracted on the surface, and increase the further down you go, so at some point you can turn it around. I don't blame anyone for backing out before they get to that point though.

@someoneman that's a very good point I didn't even consider lol
Roolow
30. Apr 2021 · 22:44 UTC
I liked the visuals above ground, along with the audio, it felt like an old isolating computer simulation. Below ground was a little less interesting. I can see where this idea has some potential.
Profugo Barbatus
02. May 2021 · 01:50 UTC
Has promise, I couldn't tell if I was having bad RNG not getting any minerals or just wasn't understanding how to get them, but otherwise it was fine. The music was nice, the graphics worked for me, and I only really stopped because I felt like I wasn't getting anywhere, not that I wanted to stop.
Jack B Music
02. May 2021 · 03:37 UTC
I really like this. The music sets the tone well, and the pixelart is gorgeous in some places. If I could give some criticism, I would say that it's very difficult to actually win, if it's even possible. I seemed to only be able to go deeper into debt rather than get out of it because of a lack of minerals. Also, I'm still not sure what "fortify" does to a room, though it does indeed look nice. Also, I didn't like the font choice, though that's just a nitpick. Really nice job!
Steffy
02. May 2021 · 03:39 UTC
Honestly, I got sucked into this game. My son and I took turns playing. Once I figured a good strategy for collecting items, we started getting out of debt. It took us almost two hours (real time), but we finally did it!

**Edit: It took me 400,000 credits of debt to figure out my strategy.
nyxkn
05. May 2021 · 06:21 UTC
That was really cool! I got to 25km down but my debt was just getting worse and worse :D Was it actually possible to get out of debt? If not it's still great social commentary :) The art style for the base was really nice! Intro music is spot on. Actually very addicting game! Clicking on selling water didn't do anything, not sure if intended or bug. Cheers!
János Parádi
06. May 2021 · 12:11 UTC
i really like the game, I think i could played hours with it. I really like the art sile
Udo2
15. May 2021 · 08:51 UTC
Untested Linux Build works just fine :slight_smile: It's simply beyond impressive that this is a Compo game. I seriously have no idea how some people are so insanely productive. The graphics were impressive, the mechanics solid, no bugs that I could see.
epb9000
16. May 2021 · 09:15 UTC
My niece ended up backseat playing this with me. I may have run up a lot of debt going sideways so once we realized that really should just go down (especially at the start) did things start turning around.

Edit: and seconding that the Linux build works, though it requires the 32-bit libraries to be installed.
bmacintosh
16. May 2021 · 16:03 UTC
This is a solid game. It took a moment to figure out what things I needed to click on to play the game, but once I got that the interface was easy to use. A few changes could dramatically reduce the numbers of clicks needed to play, such as automatically expanding the Build interface for new rooms when placed, since you're nearly always going to use it immediately, and leaving the buy/sell interface open permanently, since it's used very frequently. I liked how the surface outpost "followed" you down so you could still use it, would have liked to see it do so horizontally as well. I played for maybe 10 minutes and didn't see any sign of increased resource density, so I assumed the game was unwinnable, especially given the "soulless corporation sucking you dry" skin.
retrome
16. May 2021 · 17:20 UTC
Interesting concept of resources management game! Pretty atmospheric graphics and sound effects.

Some remark: game lacks of indication of sensor's and extractor's radius. Expectation: game shows the radius when you hover mouse over corresponding option. Hope this will be helpful.

Good job!
LJFMX
16. May 2021 · 17:24 UTC
A bit confusing at first, but as I played I got a hang of the mechanics. Surprising the amount of complexity you were able to produce in a very short amount of time. Hats off to you - as the sound, graphics, and mechanics were all very well done.
luthwyhn
16. May 2021 · 17:54 UTC
Solid game. I was about to quit, thinking the punchline was "digging your way out of debt is actually impossible" but then I managed to pull through and was amazed to see that you were just as surprised as me lol

![a.PNG](///raw/da3/1/z/4279a.png)
🎤 Kramdar
28. May 2021 · 04:09 UTC
Thank you everyone for playing and leaving all the wonderful feedback! :smile: I regret not being able to be more active in the rating phase and replying to everyone sooner.

Congratulations to everyone who beat it! In hindsight I should have made it a more achievable goal since I leaned pretty hard on the theme to begin with. That just makes it more impressive though!

I appreciate all of the suggestions and combined them on a trello board with how I envision expanding on the game post-jam. They might not all happen and those that do might not happen quickly. Feel free to follow along here if you're interested: https://trello.com/b/fT5P4PsM/intheholepld

The improvements are largely around making the underground more interesting via more mechanics. I'll be aiming for a similar play time, but make it more interesting. Some graphics might change but overall graphical fidelity probably won't. Trying to keep the scope down because it is just as lethal to both my jam and post-jam projects.