v1.1.0 Patch Notes: Endings, Balancing, Bugfixes, Aesthetics, and an Easter Egg
Gem Drilla Incorporated » Devlog
New Features
- Added a temporary ending: mining the citrine. There may be a much more intricate ending coming soon.
- Added an easter egg at max depth.
- Implemented a congratulations message when all upgrades are maxed out.
Balancing
- Increased the max level of all upgrades to 10.
- Increased the price of the Fuel Capacity upgrade.
- Increased the price of the Mining Efficiency upgrade.
- Decreased the price of the Movement Speed upgrade.
Bugfixes
- Implemented support for arrow-key movement: WASD-only movement potentially alienated users of non-QWERTY keyboard formats, so this is a temporary solution until a functional settings menu is implemented.
- The game should now detect and use the player's monitor's bits per pixel.
- Fixed transition bug: clicking buttons during a transition between game states will no longer produce a sound.
- Added version number to save files.
Aesthetics
- Added pulsation to the title text on the main menu.
- Enlarged the outlines of title fonts: on states such as the main menu, upgrades menu, and post-run results menu, the outlines of large text seemed inconsistent with the game's aesthetics.
- Shortened transition time between game states.
- Adjusted shading on the drill.
Files
Gem Drilla Inc v1.1.0 x64 Setup (Latest Version) 54 MB
Jul 08, 2022
Gem Drilla Inc v1.1.0 x86 Setup (Latest Version)
Jul 08, 2022
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Gem Drilla Incorporated
Mine gems, pocket cash, and upgrade your drill! How deep can you go?
Status | Released |
Author | Lukas Vaiciunas |
Genre | Action, Adventure, Simulation |
Tags | 2D, Arcade, Casual, Pixel Art, Procedural Generation, Side Scroller, Singleplayer, Tycoon |
Languages | English |
Comments
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Hey there! :) I had read the devlog way ago, finally testing the version while I have some time! :)
I especially like the whole dwarf tunnel, it brought a smile to my face; I did not expect you would use my specific suggestion, so, glad it was turned into reality (virtuality?)! :)
(By the way, great that you updated the game; I now have quite several to enhance thanks to several game jams in a row. XD Including the one from Mini Jam 109 which was way too ambitious for three days, but has the foundations for quickly building levels and adding elements and mechanics! :) I also notice we tend to categorize updates the same way (and I had also made a save format with version number). I think I will be very soon working on v1.2 of Cursed Ghosts and have the occasion of another big devlog then.)
I may test some of your other games, by the way! :)