Mine Your Way Out 2
developed by Luis0413 gamedev | rated 4.5 stars, 219 ratings.
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219 ratings
rated 4.5 stars, 219 ratings.
Posted January 26, 2024. Updated January 27, 2024. Played 3728 times for a total of 2572 hours.
description
Mine resources and upgrade your gear in a world where every pixel is breakable and escape the underground. While mining you feel like someone is watching you.
Game length: ~1 hour + 2 minutes it takes to generate a world
Game might run worse on Firefox
Game is not playable on mobile
Music Credits
All soundtracks are taken from opengameart.org. You can find them here:
- Crystal Cave (pixelsphere.org / The Cynic Project, https://cynicmusic.com/)
- Underwater Theme (by Cleyton Kauffman - https://soundcloud.com/cleytonkauffman)
- (Spoilers) (by Matthew Pablo)
- Space Dimensions (by Matthew Pablo)
newest comments
the ending was a surprise , but great game :D
Very neat game! The ending was very unexpected, I barely killed the Corrupt eye, and had to lower the difficulty to Very Easy to take out the Celestial eye, though I probably could have done it on Easy. Normal was way too punishing. My only real critique is the same as others have said, it's an RNG bullet hell but with a bit too much RNG and no real way to deal with it aside from praying you don't get hit in some parts.
I CANT FIND EMERALD
Holy wow. Didn't expect that great of a time. Nice job!
Robots don't work
developer response: Your cursor needs to be over empty space, then press R and click one of the eight directions
top comments
Just a small tip: Usually in sandbox-ish games like this it is best not to generate the entire world at once - the part where the player spawns in and can see and interact is generated first, then more of the world are generated as the player moves around. This makes sure the game isn't spending too much time generating, like in here where you need to wait 1~2 minutes for the game to generate the world before you are able to play.
endgame spoilers: holy hell i was not expecting a bossfight, kudos to you! i'm disappointed i had to beat both bosses in easy difficulty but it seemed like i was moving too quickly to dodge the density of bullets. although it wouldve been nice to have something like Shift to slowdown movement, i dont think that's strictly necessary to add, since casual players would probably choose the easy difficulties. looking forward to seeing your future projects!
Phenomenal game. Endgame spoiler: The boss fights were highly unexpected but were a very fun time. I do agree with others that the boss' bullet hell bits are a little too RNG, even bullets being RNG by itself isn't awful but having that on top of no break between attacks makes things feel luck based. For example, the eye shooting many bullets, tough to dodge but I had fun. The eye dashing, tough to learn the right moves but then it's fun. The eye shooting random bullets which you can barely dodge because you need to move at just the right angle to avoid the eye dashing at the exact same time... this is where I feel lucky rather than skilled. Same with phase two, the giant eye bombarding with bullets from afar, tough but fun. The eye teleporting onto you and making many falling droplets, tough but fun. Adding the lasers in as well, it gets right at the edge of what I'd consider too challenging, but still okay. The eye making falling droplets while you're still busy dodging the other bullets and the lasers all at once... that feels like luck rather than skill. I managed both bosses on hard difficulty but it definitely took quite a few tries.
Outside of endgame, the overall feeling of mining is very satisfying, especially as you upgrade, as is exploring the map. I'm not sure I'd agree with the "usually in sandbox games like this you shouldn't generate the entire world at once", I think that is perfectly acceptable to do in games such as this, many other games in a similar vein as this do it (the obvious Terraria inspiration comes to mind). While it certainly can be turned fully procedural (Ala Minecraft for instance) a 1-2 minute wait is not extreme, especially for a game like this where it is intended as a one-off map load, and it greatly simplifies the logic of loading in single-instance objects such as the desert temple. If you desire to put in the extra effort, it can be a nice feature, but far from necessary or too inconvenient, I'd argue it's more necessary for games with larger maps and bigger load times, or more expected to show up with very large games that are expected to have significant polish. That's just my own opinion based on my experiences with other games, and with my own development of them, however!
Endgame spoilers: Never would've thought I'd have to make this critique on an incremental game of all things, but you really need to work on your boss design if you're gonna put them in games. The idea itself is really cool and unique for the genre but it gets ruined by the fact that the boss is not fair in the slightest. The attacks should not be this RNG-dependent, the player's hp pool is way too small (at least on hard) and the boss dash attack should be tweaked because it's straight up unavoidable at certain angles. The second phase is bugged as hell, the eye just gets stuck and then teleports back onto you while still doing whatever attack it was doing prior to teleporting, which doesn't help the whole fairness situation. Difficulty in bullet hells comes from fair, predictable patterns but there's none of that here since the second phase doesn't work as intended as far as I can tell, attack order is completely random and bullet patterns seem to be random as well. As it stands, RNG plays way more of a role in this bossfight than any sort of skill a median player can display, and that does not feel good in the slightest. Aside from that, the game is a short and sweet experience reminiscent of exploring Terraria's underground caves and biomes, and I thoroughly enjoyed it. Thanks for a cool game :)
spoilers and review:
omg the boss and the game itself was amazing... PLEASE PLEASEEE bro make a game that's even more than this, i will play it for hours and hourss the resource gathering was soooo fun... maybe add stuff like teleporters to it to allow for easier transportation once the game is really big. AND NOT TO MENTION THE BOSS that was so cool,,,, if you make another game you should make multiple bosses with drops and stuff and omg dude this has so much potential, literally the most fun thing I've tried on this website and i have like 1000 hours total over all games, thank you for making such a fun experience for 30 minutes