A nice game that tutorials its features well. To improve have the player auto pick out items.
Play game
Miner's Burden's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #517 | 3.284 | 3.284 |
| Innovation | #644 | 3.060 | 3.060 |
| Enjoyment | #695 | 3.279 | 3.279 |
| Overall | #782 | 3.115 | 3.115 |
| Audio | #790 | 2.956 | 2.956 |
| Visuals | #950 | 3.191 | 3.191 |
| Theme | #1021 | 2.918 | 2.918 |
Ranked from 183 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The goal is to earn money. To do so, the player must platform, then spend money on upgrades to earn even more. Within a short time, upgrades must be used wisely to make more than what was spent — otherwise, the player may finish with less. If they don’t invest, they risk missing out on greater profit. To earn more, they must take risks: every item collected slows them down, testing their platforming skills. The player has to risk it for money.
What code and assets did you not make from scratch during the jam (if any)?
The only asset we didn’t make from scratch is the font. Everything else was created by our team during the jam.
How many people worked on the game?4
Comments
Thanks for the feedback! We actually designed it this way so that players would sometimes have to reject ores in order to save room for better ones later on. By the time you reach the final level, you’ll want the most valuable ores — so if a low-value one appears, rejecting it is a strategic choice. But if luck isn’t on your side and you don’t get enough high-value ores, you’ll eventually have to go back and take some of the ones you passed earlier. That’s the risk–reward element we felt matched the theme.
i loved how the game plays and the progression system i just had one problem of not being told where to go on the second run, i had the dash and everything upgraded and i found a dead end i kept wondering for few minutes but i still don't know what to do.
I like the gameplay loop, the contrast between mining to sell and platforming was really neat, but some of the hitboxes on the spikes were really frustrating. Could be skill issue though, I don't tend to play a lot of action-intensive platformers
Very cool idea this game presents. Two recommendations I have are 1) Be a little more forgiving the to player by making the spikes hit boxes smaller than the visual indicates. This is a general good tip in game design. 2) Maybe automatically collect all ores, and once the player digs when their bag is full, allow them to throw out certain ores so they can collect the new ones. Great work overall!
- You’re absolutely right.
-
I added this mechanic so that players would reject the bad ores in order to save room for better ones later on. When you reach the final level, you’ll want the best ores, so if a bad one shows up you’ll reject it — otherwise you’d have to go back to empty your bag. But if luck isn’t on your side and you don’t get the good ores you wanted, and you’ve already mined every spot in the last level, then you’ll be forced to accept some of the bad ones you rejected earlier. That’s what defines whether you take the risk or not, and we thought it fit the theme well this way.
Thank you for your valuable feedback :)
great game! Definitely get that spelunky vibes and the movements feel smooth and fun. It feels like theres a mix of mining/spelunky as well as metroidvania vibes since you need to unlock double jump or dashes to get to certain places. Some things that may improve it more is maybe having a bigger impact if the player dies like losing their loot or restarting back to a further location. The respawn can feel a bit random at times and even progress you further than where you were. It also makes it so that it feels more risky to travel further and bring it back. For the ores maybe reward players for traveling to more perilous places or further areas with more valuable ores. Currently feels more random and doesnt incentivize traveling further or more dangerous places. I love the overall upgrade idea and being able to get to new places. Congrats on the submission and great game!
Thanks a lot for your valuable feedback and suggestions! As you progress in the game, you get the chance to mine better ores, which encourages the player to keep going and take risks. But you’re right, those incentives could definitely be pushed further. About death, you’re right as well — at first, we thought about making the player lose their loot or drop their bag there, but since it’s a game jam game, we didn’t want to make it too punishing, so we scrapped that idea. If I were to keep working on the game now, that would be one of the first things I’d fix. You really analyzed the game well, props to you!
A very good game! The art and music were great! The character was a little jittery when moving. Other than that a great platformer!
not sure if it was Spelunky inspired but i quite enjoyed it regardless, the art was very good
A better tutorial maybe would be great, but otherwise it was an enjoyable run! : )
Harder than i thought, but actually fun. I think it will be better if when i dig an ore without don't press V or C, then dig another ore, the previous one should be displayed instead of disappears.
Pretty game. Fun idea.
When I got the diamond, my inventory was full for some reason. Other than that, it's beautiful
We would love you to try our game, and we would appreciate your ratings 🙌
Cool idea! I loved the platforming and the art is great, even though I found the hitbox of the spike a little unfair. I think it would be a good idea to make the terrain that could be digged more rare to motivate the player to do the cool platforming, because you can get all the power ups without even bothering exploring too much.
my score is 2476 i like the visuals its a bit heard to figure out at first but when i got it it was so fun great game😃👍
Leave a comment
Log in with itch.io to leave a comment.