Diggy Hole
Diggy Hole is a prototype that was submitted for my first semester of Game Design at university.
The Team
I was in a team of three, aptly named "The Hole Diggers Union".
Our roles were pretty diverse:
Duel1st created the idea for the game and was the Gameplay Designer.
BigBerny created the UI and was a serious gun at documentation.
I ended up creating the level layouts and played around with the Random Level Generator.
The Game
Diggy Hole was built from an Asteroids-like survival shooter template we picked from our game design tutorials. We then wanted the game to focus more on player progression and resource gathering and not worry about shooting at all.
Taking inspiration from the rogue-like genre, players must upgrade themselves and their gear as they progress and find more valuable ores... and more dangerous creatures.
Equipped with only a pickaxe, players must do their very best to survive against skeleton and goblin forces whilst also collecting valuable resources such as silver and gold. Players can then sell these ores for upgrade points, which are vital for evening the odds against the skeleton and goblin hordes.
As the player continues to upgrade their arsenal, so too do the enemies grow more dangerous and numerous, growing from the basic goblin/skeleton trooper to ranged and tank-like variants. Player movement is 8-D, allowing the player to use the entire screen freely to explore and fight off enemies. Enemies and ores will spawn randomly so that every player has a different experience.
Controls
WASD - Movement
Left click - Swing
Space - Pause / Upgrades menu
Assets
All playable game assets were used from various Analog Studios packs.
All music was used from AlkaKrab's Pixel RPG Music pack
Comments
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A bit weird to reveal the powerp menu when presing space but not letting you buy any unless you're near the power salesmperson :p (I thought the purchase buttons were just not working at first)
Also at some point I stopped playing to write this comment and the skeletons all glitched out behind a tree instead of killing me X)
Hey mate,
Thanks for the feedback, we probably could have been a bit more clear about the menu being only available when you're at the salesperson. If we were to iterate on it again, we could have changed the UI to be clearer.
The skeletons glitching is most likely the pathfinding, could to know that we should have spent more time on that.