Seismic Warning
Seismic Warning is a dropping puzzle game about mining in an dangerous alien planet to buy your ticket back home.
Your mission is to dig to the target depth to reach the underground resources. For that, you will be mining gems to earn credits at each depth. Each depth has a higher requirement in credits to be fullfilled.
You can chain drills to achieve higher refinery efficiency and increase the credits multiplier. The underground is unstable and earthquakes will drop unknown blocks and raw stones. The earthquake intensity will increase the longer you are in a given depth.
The How to Play in the game explains the mechanics
Controls
Arrows left and right: move the piece horizontally
Down: drop the piece faster
Up: rotate clockwise
Z: rotate counter clockwise
X: turn drill clockwise
C: turn drill counter clockwise
Space: activate Super Drill, the next piece will be a super drill
https://forms.gle/BrYzdB9bFU7de6nF9
Or just leave a comment, tell me what you think of the game!
Updated | 22 days ago |
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 4.8 out of 5 stars (4 total ratings) |
Author | MegaCrab Games |
Genre | Puzzle |
Made with | Defold |
Tags | 2D, Pixel Art, rogue-lite, Singleplayer |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard |
Development log
- Anniversary update! Enemies!41 days ago
- New piece rotation and highest multiplier indicator64 days ago
- New prototype build, propably the last one67 days ago
- New title logo and gameplay updatesJul 14, 2024
- Prototype update! Addressing feedback from the previous version.Jul 05, 2024
- Hello Itch.io!!!Jun 20, 2024
Comments
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parabens pelo jogo, achei incrível, a paleta de cores ficou nota 10 e os efeitos sonoros tbm.
segue feedback:
novamente parabens pelo jogo e fico ansioso para ver a evolução do jogo.
Obrigado!
Ainda vem muito por aí, inclusive todo um retrabalho da arte. A questão do tempo é algo que vou mudar, essa parte da progressão de dificuldade vai ser bem trabalhada ainda. Eu planejo fazer uma progressão através de vários níveis sim, mas só depois que o gameplay básico tiver bem acertadinho. Além de progredir dentro de uma partida, o jogador terá um objetivo a alcançar ao longo de várias partidas.
Qual seu jogo mais novo? Queria dar um feedback também.
opa, esse aqui
https://rustail.itch.io/prospyre-cards
Atualizei o jogo hoje, vem conferir!
ficou muito bom com as mudanças, rapaz acho que tú já deve começar a pensar em publicar em alguma loja da vida.
eu quero lançar sim, mas até lá ainda falta muito trabalho para virar um produto que as pessoas queiram comprar.
então, se precisar de ajuda com sugestões cola lá no direct no discord
Awesome game! Crazy difficult starting out though, the time limit makes it pretty damn stressful. Personally I'd consider introducing a "number of blocks" mode or increasing the time limit to start with, then ramping back up in a hard mode, to give new players time to chew on the controls and strategies in relative peace
Hey, thanks for trying! Yeah, it is difficult, I've got you. I've been working on this alone for some time now and the difficulty ended up being balanced for me. On a future version I'll balance the first levels to have no time, only a target score. Then I'll introduce more challenges later. Maybe I'll work with just the target score, earthquake timers and intensity, leaving that time limit out. You're giving me many ideas!
Happy to help, it's off to such a great start. I'm sure it'd already kill in the masochist's dark souls' demograhpic. I'm starting to figure out linking and designing combos, and I'm verrry proud that I got to 300 meters, it was tough
Another feedback: Getting bumped back to zero after descending feels bad to me, especially when I had a monster combo in the prev level, I think you should have score carry over when you beat a level, or change the score requirement to "cumulative score" so you're rewarded for landing a massive combo.
Followed and looking forward to more updates :)
Hahaha, I'm part of that masochist dark souls demographic =). But that's not exactly my aim here. I want the game to be challenging but satisfying. I'm happy to hear that you stayed playing and got to 300m. Thanks, that means a lot to me. It's my first game, so every progress counts a lot.
You're not getting bumped to zero. There is a cumulative total that will count towards the end, which is part of the greater goal that will be set through many matches. There are still many loose pieces on the overall design of the game. It is like you've just said, but each level has it's own score requirements. Through many matches, the player will need to use their earned credits to make repairs and survive, while at the same time being cautious about spending credits, since the end goal is to buy a very expensive ticket back home.
I'll be posting devlogs and announcements here, and some stuff on social media too. If you want to get news on email, signup to the newslettar at https://www.megacrabgames.com/
Thank you so much for you feedback, it means a lot to me!
I've just update the game, come check it out!