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TIGSource ForumsCommunityDevLogsMinewell - Top Down Action Miner!
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Author Topic: Minewell - Top Down Action Miner!  (Read 3132 times)
Wobling
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« on: October 09, 2017, 01:19:07 AM »

Newest Post:
Hi All, it's been a while and thanks for all the feedback, we made some changes to the progression and upgrade system and would love some more feedback. We're currently trying to figure what people do and don't like and what people would like to see / what they really find frustrating.

Please find the updated links in the initial post.

Thanks,
Rob.



Gameplay



You move around procedurally generated caverns made of rock and crystal, the goal is to survive, collect crystals to fuelthe ship and progress to the next asteroid.

There isn't any other objectives right now or win condition, this is still to be decided but survival is the goal for now.


Features
Top Down Procedural Cave Generation
Three Unique Weapons
Dual Purpose Mechanics
Upgrade your kit.

Prototype
If you would like to try our current prototype you can do so from these links.
Windows 0.1.0 32Bit
Windows 0.1.0 64Bit
OSX 0.1.0

Any feedback would be amazing.

Control Scheme

Movement - WASD
Mouse - Look Direction / Fire Direction
Space - Dash
Shift - Swap Weapon (Laser/Melee)
Left Mouse Button - Primary Fire
Right Mouse Button Down - Vaccum Debris
Right Mouse Button Release - Debris Shotgun
E - Interact with Upgrades

Laser is Ranged
Mining Pick is Melee
Shotgun is midway between

Laser will drain power from your suit
Releasing Vaccumed Debris will return small amounts of power to your suit

Upgrades can be found on special enemies and at the start of each level after the initial level.

Tech
Unity 2017.1
Photoshop
Git + GitKraken

Community
You can find Kebabskal (Developer / Artist / Designer) Twitter
Sintecta (Musician / Designer) Twitter
Wobling (Developer / Designer) Twitter

You can also join us on our Discord channel if you want to discuss anything about the project or provide feedback.
Discord Invite

Live Streams
Kebabskal Twitch
Wobling Twitch



« Last Edit: November 22, 2017, 06:02:05 AM by Wobling » Logged
kebabskal
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« Reply #1 on: October 11, 2017, 08:07:50 AM »

Hey,

Kebabskal here, one of the devs on Minewell.


Been pixeling a bit on the protagonists vessel.

Trying to not go too cartoony, which is kinda hard with this low resolution and only four colors. But I think this is a good start at least.


How do you like it?

/Kebabskal
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Papich
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« Reply #2 on: October 11, 2017, 10:05:25 AM »

Art is really nice. I like what you did with only four colors. I'll try your demo as soon as possible.

Good luck!
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Bálint
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« Reply #3 on: October 11, 2017, 02:02:44 PM »

Saw this on Twitter and I'm absolutely pumped for those visuals. Any chance for a Mac build of the prototype?
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Wobling
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« Reply #4 on: October 11, 2017, 02:13:12 PM »

Hey there,
Thanks a lot for the motivating comment :D

My new Mac arrives tomorrow but I will also get onto Kebabskal in the morning, see if he can get one out quicker than me.

We're making a lot of rapid changes so make sure to check back :D

Thanks again!
Minewell Team.
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Anxious Neck Games
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« Reply #5 on: October 11, 2017, 02:24:55 PM »

Is this developed by the same team as Downwell? Mine(well) and the graphics and color scheme seems very close. Just curious.
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subliminalman
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« Reply #6 on: October 11, 2017, 02:35:25 PM »

Loving the polish that you have within the game, that bloom really makes it sweet.
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Wobling
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« Reply #7 on: October 11, 2017, 03:33:46 PM »

Is this developed by the same team as Downwell? Mine(well) and the graphics and color scheme seems very close. Just curious.
Nope, We took part in the Game Makers Toolkit Jam and the theme was Downwell Dual purpose so it felt natural - https://kebabskal.itch.io/minewell here is our entry for that Jam and how far we have come.

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Wobling
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« Reply #8 on: October 11, 2017, 03:36:25 PM »

Loving the polish that you have within the game, that bloom really makes it sweet.

Thanks for the positivity, really helps us to know others find it interesting.
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ionside
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« Reply #9 on: October 11, 2017, 04:56:59 PM »

Hey, I gave the proto demo a quick play. Pretty cool!
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Wobling
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« Reply #10 on: October 12, 2017, 06:28:48 AM »

Ship has entered the game.

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Wobling
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« Reply #11 on: October 12, 2017, 02:45:28 PM »

Saw this on Twitter and I'm absolutely pumped for those visuals. Any chance for a Mac build of the prototype?
Just added a Mac build to the opening post, let me know if there's any issues.
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thefoolishbrave
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« Reply #12 on: October 12, 2017, 05:29:21 PM »

Your game looks really good! Takes a certain level of skill to make such a short color palette remain interesting and you've done it. Once I finish Cynical 7 if i'm still pixel art I'm going to really work on my effects, I envy those sweet blade effects and I think it's presently the thing I fear most.

Any tips?
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Adventure Byte
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« Reply #13 on: October 12, 2017, 06:04:51 PM »

This game is looking very cool so far! Loving the style. Excited to see what procedural content you add next!
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Wobling
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« Reply #14 on: October 16, 2017, 03:53:55 AM »

Hi all,

We have been hard at working doing a lot of planning and thinking about where we want to take Minewell, I have updated the opening post with a new build for Windows, 32 Bit and 64 as well as a Mac build, VERY WIP.

This build introduces a range of changes but the biggest is the newer generation techniques and use of biomes as well as the ship and interactions with it. Currently you must collect crystals to feed into the refinery to fuel the ship, each jump to a asteroid will consume the fuel and need to be resupplied before moving asteroids.

You can interact with the modules by getting close to them, when a green dot appears you can press x to toggle the interaction UI.



Only the Refinery and Navigation Modules work currently.



Feedback as always is incredibly useful and we appreciate you taking the time to try our game :D
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KPas
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« Reply #15 on: October 30, 2017, 12:49:10 PM »

I played the demo, gathered more then 2000 units of fuel all in all and died a few times.
Now I know how the fuel looks like, how to find back to the ship and so on.
An impressive little game, especially the lighting is well-made in respect to the gameplay: range of view, field of view, glowing things ...

One thing was confusing to me: you can't always recognize the edges of obstacles. It seemed a bit erratic to me. While moving you can sometimes spot a corner in some distance.

And the vacuum might be overpowered; anyway the second tool was of no use to me. But perhaps I simply didn't realize it's advantage.

Good luck!  Beer!
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Uplinked
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« Reply #16 on: October 30, 2017, 12:58:50 PM »

I'm interested, I'll give it a peak when I get home.
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CaptainBlueSkies
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« Reply #17 on: October 30, 2017, 06:54:31 PM »

 Grin Looking pretty good! The bright colors against dark backgrounds really grabs me. Reminds me of my old LightBright haha
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Wobling
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« Reply #18 on: November 22, 2017, 05:57:23 AM »

Hi All, it's been a while and thanks for all the feedback, we made some changes to the progression and upgrade system and would love some more feedback. We're currently trying to figure what people do and don't like and what people would like to see / what they really find frustrating.

Please find the updated links in the initial post.

Thanks,
Rob.
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JobLeonard
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« Reply #19 on: November 22, 2017, 06:11:48 AM »

Very nice aesthetic! I wonder what game inspired it Wink
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