Copper Soul by Kamuniaft
A tiny robot. A vast, forgotten world. And a journey to the center of it all.
You awaken deep underground - surrounded by glowing crystal plains, towering mushroom forests, and endless dark caverns. You don’t remember who you are. But something calls you from below, and you know you must follow.
Explore a mysterious underworld through turn-based, tile-based traversal. Each tile holds a surprise - resource caches, cryptic travelers, strange creatures, or remnants of long-lost machines. Some are funny. Some are haunting. Some may try to eat you.
Along the way, you’ll find broken guardians, buried secrets, and odd little moments of quiet beauty.
Will you survive the depths and reach the heart of this world?

| Link | https://kamuniaft.itch.io/copper-soul |
| Original URL | https://ldjam.com/events/ludum-dare/57/copper-soul |
Ratings
| Overall | 268th | 3.75⭐ | 50🧑⚖️ |
| Fun | 267th | 3.625⭐ | 50🧑⚖️ |
| Innovation | 278th | 3.51⭐ | 50🧑⚖️ |
| Theme | 341th | 3.837⭐ | 51🧑⚖️ |
| Graphics | 364th | 3.827⭐ | 51🧑⚖️ |
| Audio | 325th | 3.479⭐ | 49🧑⚖️ |
| Humor | 528th | 2.607⭐ | 44🧑⚖️ |
| Mood | 244th | 3.88⭐ | 48🧑⚖️ |
| Given | 44🗳️ | 77🗨️ |
Also i liked the separate screen for combat, which might be the start for comple combat mecs.

Won at my first try, maybe I was lucky or it would need some balancing, but anyways this is a great entry!
If the deeper rooms were different or darker, it might give better impression of going deeper. But it is good game nonetheless.
For the gameplay itself - there was some room for decision making but because of the randomness of tiles in terms of their benefits it felt a little arbitrary in terms of whether you would end up getting the pieces that you would need to win. Creating more space for the player to make decisions that meaningfully interact with the outcome would make things feel a bit more engaging. Maybe a currency that enemies drop that you can then use to purchase things?
Really cool game though - I had fun playing through it!
Still a long way to go, though :D
Is the music dynamic? It feels like there is a new instrument for every new floor. Great game!
If I could wish for something, frankly it would be a skip button for the battles. They are a bit slow and as far as I know no RNG or other effects, so I knew the outcome of a battle by looking at the numbers and seeking how many turns they take and just watch it play out.
In general the game feels like every choice is trading resources, which I like. Feels a bit like an old school pyhsical table top game haha
Speaking of feelings:
Tell me... Is there any positive outcome for events at all?? I felt like I lost resources with every event, but then again, I never chose to ignore because I wanted to see what you were cooking. My curiosity got the better of me. :(
I think the strategy gameplay itself could use some fleshing out. Combat was just a number check, and the energy for movement wasn't that engaging - item cases rarely gave you back your energy, so the best strategy was just beelining for the exit. My first run I ran out of energy on level 3, but for whatever reason I could still move for several turns before the game killed me. Then my second run I found an event tile that gave me so much energy I didn't have to worry anymore. I might rethink the energy & health economy and add some more layers of strategy to managing them - or maybe some more interesting things to find in the environment.
Overall, very unique take on this genre!
I like the lore going on in this game with the mechanical wheels. Could read even more of it.
The changing music was a wonderful touch! Only complaint here is, that some instruments were too overwhelming compared to the others. Could use some sound mixing.
The endscreen was fantastic! Really liked that and the visuals were nicely done. It seemed very polished overall. Congrats for making this little gem! :)
As other have said, combat lacks a litte strategy. Maybe let us chose, if we want to attack or defend or something. Also, I found the popup text to be a litte small.
Overal a nice, short game.
edit: I guess I just didn't notice taking damage when out of energy!