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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
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Comments
The concept and the gameplay is pretty solid. IMO, some level is quite hard to navigate because it's quite narrow and i often hit the wall then fall. But love the concept where we mush earn the money to upgrade our movement too (even i feel weird each time my ability is unactive again). Great game!
Nicely done, lot's of fun to play it feels well balanced. Almost got a score of over 9000(!!!) but it wasn't meant to be 😄
Feedback: the background music is great but it would fit better for a boss battle. For the current gameplay, it feels to hectic. Maybe something a bit more chill that fits better in the background would be an idea. Regarding the visuals, the only thing I noticed was the animation of the pickaxe not always starting correctly.
I like the concept! Great work!! Really like the style and how the game is implemented! Although I think the shopping menu should be slightly smaller so that you can see how many resources you have. Also, it took me a while to figure out how to get out of the shopping menu. I also think there is a bug with the double jump. I sometimes could double jump before I bought the double jump feature (By hitting up arrows and spacebar right after each other). Other than that great work!
I really liked it! Good job! :)
Great work in a week. Love the visuals, also maybe you can add penalty for dying aswell I used that for moving around faster since it instanlty teleports player.
Interesting idea, but maybe also make that you can move on w/a/s/d, and mine with left mouse click, also some punishment for dying.
Visuals are nice
Good luck
I think that bigger punishments from dying, like losing some of your money or what's in your pack would help this feel riskier. The respawn mechanic sometimes helped me move further along in the mines, which I think needs to be adjusted. Also, for the sake of the jam, the time is too long. Maybe half the time would have been better and added more pressure. I love the art. The music loop is a little too tight for my liking. I would have preferred it to be longer, but I can understand leaving it short for stylistic purposes. The sounds were good. Gameplay smooth. Good job overall.
it has some good progression system i wish it has more stuff but for a gamejam thats great work well done!
This was a very well put together platformer. I liked the variety of levels as well as the need to get double jumps as well as dash ability. If you ever add a level creator this will be endless hours of fun. good job
Played the first level, it was a fun experience. Well introduction to the game.
My thoughts:
Controls are a bit strange and inconvenient, those Z and X keys are to close to each other and to the SPACE key. Consider using traditional keys like SHIFT / CTRL / F that can be reached easier.
There is a wall jump, but there is no animation for it. Sure, this a game jam and the time is limited, but I think the game could safely be release without this feature. Unfinished things a instantly recognizable and they are breaking the experience.
Seems like it’s better to open the shop when the player is pressing some key in a shop zone. On the second level I desperately wanted to jump on the platform above the player, but it’s just not visible because of the shop UI.
Second level is what made me to stop playing. If I got it right player is getting those abilities on the first level, tries them out and a few seconds later you taking them from the player and make the player to grind a lot to get them back. That is unfortunately just not fun. Maybe for some hardcore players it is, but for the wide auditory it will not. If this is a tutorial, I don’t think this is the best way to do it. It would be better not to give the double jump and dash at all for sometime and introduce them gradually, but taking things from the player few seconds after they get is generally not a good practice.
First of all, thank you for your detailed feedback. I’d like to respond to some of your points. The game doesn’t have a level one or level two, it only has the tutorial and the actual game. It seems like you only played the tutorial and then stopped. In the tutorial we give the player all the mechanics to teach them how they work and where to use them. Then, when the real game starts, players already know the mechanics and can think more strategically about which ones to pick up and when. Since the game doesn’t follow a linear structure with a clear beginning and end, it’s not possible for us to introduce mechanics gradually. Instead, you first go through a training phase and then move on to the real challenge. There is a wall-grab animation, but it might not always show properly during quick jumps because of how it’s timed. I designed the controls this way because they are similar to games like Hollow Knight and Celeste, and the gameplay is inspired by them. But yes, I’ve realized that a lot of players don’t really enjoy these controls. As for the shop, I think if you had played beyond the tutorial and into the actual game, you would have gotten used to it more easily. Time is very important in the game, so quickly running back to the shop, pressing C to sell everything, and then rushing back out makes things smoother.
You are welcome.
Please don’t take this as an offence, my point was to share my pure first impressions of the game, which I guess we are all looking for out here. Maybe I’m the only one who perceive the game this way, but if there are plenty of such people it is worth being noted.
The intended experience you’ve described did not worked out for me unfortunately, I was supper disappointed of loosing my abilities and basically starting over with basic moves. The finishing point for me were the prices of upgrades, I instantly imagined how much I have to grind to get those moves back and dropped the game.
Got you point on the shop, if the time is crucial that’s totally valid, yet I guess shops at least have to be placed in zones where shop UI does not overlay platforms.
Cheers!
Really nice game that has a nice loop.
Good tutorial.
I thought the key layout was a bit odd for me, the game is not very demanding with the timing so I did not mind that much.
Also I am not sure whats the reason to accept or reject everytime. I was mostly always accepting and rarely rejecting. Maybe a bag layout and inventory management would fix that.
Also I restarted a few times when I went near the merchant, later I realized I could just walk away.
Other reviews mentioned sound but I could not hear any (could be my settings though)
Really great package! Congrats.
Nice! I like 2D pixel platformers. Nice upgrades to progress the level.
Nice! I like 2D pixel platformers. Nice upgrades to progress the level.
Enjoyed the platforming, I think the sounds were a bit too loud and too high pitched. It ended up hurting my ear the more I mined.
Very cool idea! The mixture of platforming, mining, and upgrades has great potential. A suggestion would be to be able to move the merchant or develop a way to get there quicker. But it all runs very smoothly and it was enjoyable. Nice work!
Good game! The platforming feels great,but sometimes the wall jump is hard.
Love the game. Figuring out how i was supposed to leave the merchant menu took me a bit.
Super fun game! Had a great time playing. The map is huge too!
good platforming, really well thought out concept
Fun game, mining is fun I just wish it didn’t auto reject so I can get more immersed into the game! I really like how it’s level based it’s a lot more interesting than just open world mining with weight, great job!