Private Mining Company
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 |
Status | In development |
Platforms | Windows, macOS, Linux, HTML5 |
Rating | Rated 2.0 out of 5 stars (1 total ratings) |
Author | AssassinMonkey |
Genre | Strategy |
Made with | Godot |
Tags | 2D, Perma Death, Pixel Art, Sci-fi, Singleplayer, Space, Top-Down, Tower Defense |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse |
Download
Development log
- Hotfix7 days ago
- Mini Update - 28 days ago
- Mini Update - 112 days ago
- Hotfix16 days ago
- Update 2: Gameplay16 days ago
- UI Hotfix21 days ago
- Update 1: Foundations22 days ago
- Hotfix 324 days ago
Comments
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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
Negatives
Opportunities for improvement
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!