Next changes and updates - ENG - v0.0.8
During recent feedback sessions, one major point raised was the lack of clarity around the game’s rules. Despite designing the input to be as simple as a single tap or click, the underlying mechanics are not immediately obvious to players, often requiring trial and error to figure things out.
To address this, I've created a diagram outlining the scope of the game, where the secondary objective is introduced. While the primary goal involves mining tiles, creating passages, and collecting power-ups (or occasionally none), there's more depth to the gameplay. Power-ups are essential for replenishing both time and energy, which are crucial to survive the duration of the game.
The secondary objective, given by the Dwarf King, is to recover precious Gems from ghouls and zombies hidden within the maze. Each level conceals one or more Gems that players must discover. To claim these Gems, the Miner must engage in combat with the enemies, and only one will survive the exchange.
From the feed back sessions it was pointed out that:
Navigating the maze on square at a time is frustrating and that a path-finding algorithm.- Time and energy responsive UI.
Bombs should be placed only on adjacent brick walls.- When trying to walk if the destination is invalid make it clear to the player.
Check that you can only mine or interact with the tile after the bomb animation is completed. ****
Pick or Burn
pick
Status | Prototype |
Author | LienPixels |
Genre | Puzzle |
Tags | 2D, Arcade, Clicker, Pixel Art, Puzzle-Platformer, Retro, Singleplayer |
Languages | English |
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Comments
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Bombs issue fixed
Glad to say that point 1. has been addressed and will be on the next game update.