Private Mining Company is a tower defense with perma-death and extraction elements. Keep your units as you progress across missions, as long as you can keep them alive.


Far in the future, you work as an independent military contractor for various deep space mining companies.

Raise your army to defend mining outposts against alien bugs!

Train your soldiers and purchase upgrades across various missions.

Be careful! If killed during a mission, your soldiers will be lost forever


Click on your placed towers to purchase upgrades

Click on the mining drill to purchase mining upgrades & increase your income


Currently this is just a few minute demo. But I am working to add new content and many changes! 

Coming Soon:

- Tutorial

- Much more content & balance changes


Thank you to Moodytail for the excellent music! Check out their free music pack if you have not already

Updated 7 days ago
Published 25 days ago
StatusIn development
PlatformsWindows, macOS, Linux, HTML5
Rating
Rated 2.0 out of 5 stars
(1 total ratings)
AuthorAssassinMonkey
GenreStrategy
Made withGodot
Tags2D, Perma Death, Pixel Art, Sci-fi, Singleplayer, Space, Top-Down, Tower Defense
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

Download
Private Mining Company.exe 65 MB
Download
Private Mining Company.x86_64 58 MB
Download
Private Mining Company.dmg 65 MB

Development log

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Comments

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(+1)

TL;DR you've put a great twist on a saturated genre, has the potential to be popular but the level of polish, fidelity and QoL will be compared with other games in the genre as a bar to entry.

Positives

  • I like the twist of persistent units, a sort of blend of XCOM meets TowerDefence
  • I like the idea of mercenaries being weaker but somewhat expendable
  • I liked being able to pull in waves early

Negatives

  • The health bars underlapped the units, making it hard to keep track sometimes
  • I couldn't figure out how to cancel placing a mercenary

Opportunities for improvement

  • Indicator of number of waves left (Unless you're going for a more gritty/helldivers feel)
  • Splats or impact effects for creatures taking damage or dying
  • Range indicator circles when placing or hovering over units
  • Unit Distinction
    • Summary of who died/survived - maybe even give them names or badges for duration of service
    • Different coloured hats for in-level identification
  • Menus and UIs felt a little bland, you could consider leveraging a UI asset pack such as this
  • Consider adding in a incoming wave indicator as seen in games like BubbleTanksTowerDefence, which would work nicely with your speed up feature 
  • While a lot of the features are staples of the genre, I didn't know there was a mining drill - perhaps something to highlight

Thank you for providing so much detailed feedback, it is highly appreciated!

The reception so far has been incredibly positive, and considering how little time I have spent developing so far, I hope with just a few updates the game will rival it's competition in terms of polish.

Indicating waves is something I have been thinking a lot about, and I have a few solutions in mind. Currently, I am leaning towards providing a form of difficulty indicator for the upcoming wave as well as a countdown timer during the pause period. This would also allow me to randomize the waves a bit to make replaying levels a bit less predictable.

Anyways, thanks again for the feedback, and let me know if you are able to fix the UI scaling issue in your game, I'd love to give it a fair review!