Hot Drills by CodeRaurus

Journey to the underground in search of valuable minerals in this top-down tactical puzzle game. But watch out, you're not alone...
Controls are given at start. You can skip levels with ctrl + alt + V.
Credits:
- Game design: Code and Nallekari
- Level design: Nallekari
- Programming: Code and Nallekari
- Art: Code
- Sounds: Code
- Music: Code
Tools and sources:
- Godot 3.5 (GDScript)
- Aseprite
- FL Studio 20
- Audacity
- Several sounds from freesound.org
- Font is “Press Start 2P”
| Itch.io | https://coderaurus.itch.io/hot-drills |
| Original URL | https://ldjam.com/events/ludum-dare/54/hot-drills |
Ratings
| Overall | 667th | 3.464⭐ | 30🧑⚖️ |
| Fun | 733th | 3.214⭐ | 30🧑⚖️ |
| Innovation | 608th | 3.304⭐ | 30🧑⚖️ |
| Theme | 755th | 3.357⭐ | 30🧑⚖️ |
| Graphics | 281th | 4.089⭐ | 30🧑⚖️ |
| Audio | 331th | 3.589⭐ | 30🧑⚖️ |
| Humor | 827th | 2.308⭐ | 28🧑⚖️ |
| Mood | 684th | 3.407⭐ | 29🧑⚖️ |
| Given | 24🗳️ | 36🗨️ |
Well done!
Played a couple of levels and had a lot of fun. would try to complete it later :)
The implementation of hidden ore was nice, as well as the radar + sparkles for the keen of sight.
Great game! (with Hot Drills in your area :P)
@raaph Yeah, the dynamic ended up being quite interesting. Do you feel like something is clearly lacking?
The fact that the monsters move at random, made it a bit hard to plan ahead, but also contributed to the horror of the situation.
At first I thought that monsters cannot reach you on your base until they did.
Great entry!
Also, this is less your fault and more me being laid-back in my play session, but I didn't maximize the screen game screen on itch, so the text was super duper tiny! And because of that, I totally glossed over the whole overheating thing and thought that the holes that opened up in the ground were like, the doors/pathways to the next level or a lower floor of the mine? So I sat on top of it for a second before realizing nothing was happening and I moved on :laughing:
Loved it!
I have to admit, I did feel like the pace of the game was particularly slow. The music and rumbling of the engine SFX added to this a little bit.
I think overall, my feeling was that the game's tension is a little bit loose, mechanically. It always seemed like the optimal way to play was slow and steady, and that I could always return to a safe state by dropping back off at the terminal. I wonder if the game's level design was a lot smaller and tighter, and the monsters a bit more aggressive, if there would have been space for a "turbo" which allows you to escape them but at the cost of adding heat to the system. And particularly if this was more of a "rogue" style mechanic where time is measured in distance moved, this would create tension in calculating "how many steps away the monsters are" vs "how fast I'm able to get away". I suppose this is all to say I think a more discrete set of properties of the game might have made it feel more tense and strategic, while also adding purpose to the level design, which did feel mostly quite same-y.
I really appreciated the option to skip levels, because I was able to then see how much content you packed in, and get a good sense of the whole game. Thanks again, and good luck!