v1.1.0 Patch Notes: Endings, Balancing, Bugfixes, Aesthetics, and an Easter Egg


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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Comments

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Hey there! :) I had read the devlog way ago, finally testing the version while I have some time! :)

  1. Installation: since I already had the ‘redistributables’, I clicked to close, but then, I am told that another version is already here, and the installation is completely cancelled! Trying to remove the former Gem Drilla Inc version through its (older) wizard: I can then install proceed and install the new one! I guess there is some homonymy problem that prevents the newer wizard from removing/replacing the old version. It is not a big deal, but the user has to uninstall the former one himself.
  2. Noticed by myself the title’s ‘pulsation’, happy with my memory! ^^ I realize removing the old version prevents me from comparing the font’s outline…
  3. I had forgotten how the interface worked; maybe not that obvious that one button is for playing and another for upgrading the first time around, so perhaps adding texts ‘Play’ and ‘Upgrade’ could be useful?
  4. Upgrades menu: I am not sure if I had listened to the full music, but I realize it becomes somewhat like a mysterious Game Boy track, and has me thinking of Wario Land. :)
  5. I notice the colour difference between the (7-valued) light brown and (10-valued) brown minerals is not that obvious; maybe change the colour of one of the two, or even better (as it also works for the colour-blind), change the shape of one just a little?
  6. I end up once again not having much use in upgrading speed, letting it at level 0. X) I definitely think only pre-existing galleries/tunnels or something like this could really make it useful. I sometimes go back in my own galleries to bore from some previous point, but only rarely and even the level 0 speed is reasonable. It would also be possible to have a very low base speed, although the other suggestion has my preference. ;) I realize later that it makes you go faster for the brief moment after you mine, and that the time gain may accumulate so that it does matter in the end… I guess you can make the calculation and find out (or already did!) if this means speed is already useful this way; testing a bit, I think it might be!
  7. Small suggestion: I think a pause feature would be nice. Since I often take down notes while testing-reviewing games, I find myself needing it a lot. XD On the other hand, I wonder if adding a key for going back to the menu could be used to ‘cheat’ by bypassing the need to wait for fuel depletion; I think putting a higher concentration of the more valuable minerals more downwards would solve this (but maybe you already did, I am not sure of the distribution of minerals!). (later) More general thought: fuel is actually not that useful since you can launch another attempt quickly, thus, having more valuable minerals when going deeper will definitely make fuel have more sense (this is already a bit the case thanks to the dwarves’ tunnel, actually).
  8. One thing I already noticed in the previous version but did not mention, I think: at some point, the lesser minerals act more as obstacles preventing you from reaching richer minerals quicker, which is great, because the ground then becomes like a labyrinth. :) It is as if there were two phases in the game.
  9. The citrine-mining objective reminds me a bit of Minecraft; never played it, but I know some specific mineral allows you to go to the depths of Nether, to reach some ‘end’.
  10. A thought about the green-red-blue discussion: since then, I have wondered if the creators of Zelda ended up using the same colours as you for the very same technical RGB reason. XD
  11. The UI can sometimes hide some minerals; for example, I barely saw a red gem in the upper-left corner at some point. This is not that serious, and I am not sure how this could be solved (dynamic transparency? Key to toggle UI on and off?).
  12. Reaching the Easter egg: HAHAHA, you really followed my whim! XD Welcome to the dwarves’ Nether. ;)
  13. When speed is high, it can be hard to stop at the exact place you want in a former gallery (for example, when you want to mine some precise sideway mineral); I have no easy solution for this, as switching to one-press movement would make the player press too much for usual movement and mining… ._.
  14. I see the gold (= tiles from the dwarves’ tunnel/cave) are worth $300; since they are only at the very bottom, maybe they should be worth more? It takes a long digging to get there and you harvest only a few other valuable minerals to none on the way if you want to reach this deep.
  15. Wanting to get to the maximum: I think the last levels of fuel and mining take more time than the previous ones. Maybe there needs to be minerals with more value deeper? (This would be in accordance with the suggestion above about having different concentrations of minerals according to depth.)
  16. Maximum levels reached! I was afraid the game would reset my progress if I reached the end before seeing the congratulations message before upgrading everything to the maximum (even though I know there are saves), so, just asking to be sure whether your progress is saved even after mining the citrine. ;)
  17. I wondered if the ‘citrine’ was the dwarves’ ground, and noticed right after this must be the yellow gem (to the upper right on the capture). XD

  18. Getting the citrine: turns the dollar sign yellow! Is this what the ‘end’ means? Or was it already yellow?? I wonder if I missed the real ending! (Tried seaching ‘citrine’ in the source code, but found nothing. ;))
  19. Also, coming back to the upgrades screen: the yellow dots and (greyed out) icons are here; I think they had disappeared when achieving the maximum levels, but not sure… Is this expected to see them again?

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! :)