WORK IN PROGRESS

A simple incremental game of clicking for digging. This game is currently under slow development and will be playable throughout development.


Current Depth - 

Here is what we got so far:

  • Destroy blocks by clicking on them
  • Collect different types of block depending on their depth
  • Use the blocks to upgrade tools
  • Five layers of blocks
  • Each block type has its own health and price
  • Blocks can drop essence (currency)
  • Essence veins can spawn randomly at certain depths
  • Progressive upgrades
  • Golems that can mine for you, can be upgraded
  • AoE damage upgrade
  • Crit damage upgrade

Once you hit Weathered Stone there is currently no going further.

Want to help? Got any cool features you'd like to see or ways to make this more interesting and exciting? Please do let me know!

Thanks to Televo for the runic font - https://www.dafont.com/khscala.font


Coming soon...


Updated 12 days ago
Published 27 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(4 total ratings)
AuthorTimberwolfGames
Made withGameMaker
TagsClicker, Incremental, Pixel Art, Point & Click

Development log

Comments

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(5 edits) (+1)

The Game speaks LIES and so does its CREATOR!
The Centennial Pickaxe, very real it is, the Legends speak of its appearance as does its name,
And The Stone, too weathered it seems, so much so, construct of clay overcome its strength.  

(Golems can break the stone, which makes you unlock the Pickaxe at depth 100)

(PS: The outlined tiles are un-interactable by everything, golems included)
(PSS: Tiles become un-interactable randomly, though with a higher likelihood the deeper a tile is (the game is probably trying to spawn the sixth block and panicking))



Also saving is a little broken:
Golems went *poof*, along with my resources (+essence),
and un-interactable tiles' appearance are reset back to Grass. (still un-interactable)
The other upgrades were kept though (pickaxe included).

Edit: After some more reloads, it seems like everything saves correctly, but my first save didn't for reasons unknown?

Wow. That is very impressive… Hats off to your patience levels!

I appreciate you bringing these issues to my attention but sadly in the version you have been playing, you “shouldn’t” have been able to get past depth 69… and the Golems should not have been able to break stone… Lmao.

I am hopeful that these issues were caused due to your godlike patience skills and game breaking Golems. I imagine the difficulty for the game is that there is no depth past 236 and therefor getting to that depth caused the game not to save correctly…

I have began progressing towards the pickaxe being legitally used and there being new stones to mine out. Hopefully you don’t mind waiting a little longer to see what is further into the depths.

Thank you again, I really appreciate the time and effort you put into showing me these issues, let alone playing the game! <3

(+1)

How do I break weathered stone

Currently that is the limit of the demo sorry to say!

(+1)

No problem very good game :) I really liked it

Hey that is awesome, thank you!

(+1)

This is a pretty cool concept, and I understand the lack of certain features is due mainly to very early development. I'd like to see more base features exist the further the game progresses in development:

  • Automation: We lack this a lot. You'd want players to feel like they've finally grown from the constant clicking (not entirely, I will explain later) (or holding click for prolonged amounts of time).
    • AutoDrill: I think the way automation should work is that it could be based on a percentage of your DMG stat. The upgrade to use this will increase that percentage by a maximum of 70% so that people can still choose to optimize their playstyle through continuous clicking.
    • Dig Speed & Dig Amount: There could be upgrades related to the speed and amount of blocks they're digging, starting with 1 block every 5 seconds to possibly a max speed of 5 blocks per second on any random tile.
    • (Sourced from another suggestion comment) Area DMG: I will explain how this will work when we get to the shovel upgrades.
    • Explosives: A somewhat better form of automation that deals with Area DMG on a random tile. It's prolonged compared to AutoDrill, but its impact deals with +150% of Area DMG that uses 100% of your DMG stat. Upgrades like Speed and Amount can be implemented at a lower benefit than what AutoDrill would have.
  • Shovel Upgrades: As of now, we only have DMG as an upgrade, though I think we could add a bit more to the mix:
    • (Sourced from another suggestion comment) Area DMG: The way this works is that you start with a 3x3, with the center now only dealing 80% and the surrounding tiles with only 60%. Each upgrade will add 10% to both center and surrounding damage until it reaches 100% and 80%. If you upgrade it again, it will be nerfed down to 60% and 40%, but you now have a 5x5 grid with the outer area dealing 20%, and you can upgrade that to 80%, 60%, and 40%, respectively as to not make it overpowered to use. Automation can also use this, but it will be nerfed since automation itself only uses a portion of your DMG stat.
    • Crit / Crit%: It's self-explanatory, but it could be good if you were to rebalance towards damage and block tile HP.


These are some of the ideas I have. I don't expect you to follow all of it in its entirety because I respect your ideas more than putting any of ours as a 1:1 similar feature, but I will follow through the course of this game's development. Hopefully, it goes well ^^

That is glorious! I love the thought and effort you’ve put into this and will definitely use some of your suggestions! I especially like the idea of explosives. It would help with the automation aspect of the game that I am still undecided on how to implement it.

I appreciate the support and kindness!

(+1)

Fun concept. Typically a clicker-style game needs some sort of automation otherwise after 1000 clicks with no end in sight, most players will move on. Thinking about some more gameplay that would keep me engaged longer: 

  • Automation: Jackhammer acts as mouse click wherever cursor is, upgradable to faster clicks
  • Automation: Moles to randomly dig plots
  • Automation: Dogs to retrieve the materials
  • Shop to sell materials
  • Market to trade materials
  • Goals/Achievements- Lots of options here. Maybe end goal of digging to the center of the earth?

Thank you! You are absolutely right, nobody wants to be click click clicking. They are some amazing suggestions, I really appreciate it!

(1 edit) (+1)

I would love to see shovel area upgrades :D
And it seems like the only reason to mine lower-tier blocks is to find gold, but it would be nice to be able to exchange my 2000+ soil into higher tier blocks

Great idea! Thank you for that.

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i finsid all

(+1)

bro, your shovel is a pickaxe.

Looks good so far, I'm eager to see where it goes!