Nice game, but there are a few bugs / stuff to add maybe? First, we are told that chests in aquatic worlds produce pure water periodically, and we have to re-visit them when they are glowing. Well, even if I do that, I am given nothing. Second, the icon of "Fuel reserves" change to oxygen in aquatic worlds, but I guess it remains what it is, because I cannot use it then. Third, there is no description for consummables. Finally, it would be great if when we die, we could re-visit the wreckage and salvage at least some of the resources on our old self; or alternatively, reset the state of the planet to what it was before that fateful dive.
I have completed the "one level in 15 seconds" achievement, and now the game is completely uncontrollable. The protagonist should be in the middle of the screen (or at least ON the screen) no matter what, and the screen should center back on him MUCH faster.
Edolin: I understand that; the relative controls feel a bit strange, but one can get used to them. The problem is the fire button. Ever since (I think) Quake (or even Abuse) came out, the roles of input peripheries and hands have more or less been fixed. Usually: mouse, right hand -- aiming & shooting, keyboard, left hand -- everything else. Putting fire on the keyboard just messes with the players' instincts. Even though LD ended, I suggest adding an LMB fire option.
Thanks for your input. I'll keep that in mind - even if it *should* have been obvious to me.
Maybe I'll work an update for some "post-compo" version, when I find the time. =)
It was programmed for the Ludum Dare contest... ( http://www.ludumdare.com/compo/ ) That means, each programmer has 48 hours to design a game from scratch. That's why I couldn't really add much content.
The controls are set to relative movement - relative to the mouse pointer. They felt more natural to me while playtesting. I believe it's a matter of preference, similar to inverting the y-axis in FPS games. I planned to toggle between absolute controls, but I ran out of time.
I used keyboard commands, since I feel they are faster to set up. That's why I didn't add a mouseclick shooting system.
Seamanwarrior55: burn! :((( Who cares if it infringes on someone's copyright? It's clearly a fan game, and a completely insignificant one at that. It's not as if it was Sims: FiM...
The game doesn't save progress -- I closed the page, opened it again, and there my character stood in his wooden outfit. I don't think this game worth wasting any more of my time on...
I can't even remember when the last mining game was published on Kongregate, it's nice to have another one. However, please fix the controls, because he walks SOO slow, and a single uneven pixel stops him. It feels so stupid because I have to jump all around to make him to get anywhere. It really takes all the enjoyment out of the game.
Thanks for your input. I'll keep that in mind - even if it *should* have been obvious to me. Maybe I'll work an update for some "post-compo" version, when I find the time. =)