Update 2: Gameplay


With the release of Update 2, I have made significant changes to the core gameplay mechanics, which is why I am titling it "Gameplay".

I know not many will read this, but if you stumble upon this devlog and try the update, I would really appreciate any kind of feedback (even just "it sucks") on the following new mechanics:

  • How do you feel about the new ore / money system? Does it feel like a tense decision whether to sell your ore at the end of a wave or risk losing it all for more money? Or do you just sell your ore every round? Does it make any sense?
  • Do the difficulty indicators help with determining difficulty spikes? Do they represent the true level of difficulty well?

Of course, any type of feedback is greatly appreciated!



Update 2 is an attempt to fix many of the core issues with gameplay. Particularly, I wanted to address the feeling of uncertainty between waves, as well as some of the more frustrating parts of the game.

I still plan to explore some other new mechanics in the following updates:

  • Contract system: each mission will be randomly selected for a contract, with a difficulty that matches the players current power level. The contracts difficulty will determine which waves are randomly selected using the new wave difficulty system. A few contracts will be given, with some being higher risk / greater reward.
  • Temporary upgrades: small equipment upgrades that will not be carried between missions.
  • XP system: Some upgrade paths will be locked behind a level requirement. Towers gain levels / xp with each enemy they kill.
  • And more!

The next update will be titled "Content", and will contain large amounts of polish, as well as enough content to bring the game closer to a few hours of gameplay.

I plan to release a few hotfixes before then to tweak balance a bit and fix any bugs I can find.

Changelog:

  • Added guns to mining drills
  • Comeback mechanics:
    • Give a free marine when player loses them all and has no money
    • Randomize deaths on mission failure, 1/3 chance of unit not dying
  • Upcoming wave difficulty indicator
  • Upcoming wave countdown timer
  • Mission difficulty indicator
  • New money system:
    • 2 currencies, Money is permanent, ore is converted/lost at the end of mission. Only ore is gained during a mission based on mining drills. Has no use (yet) on its own. At the end of each phase, ore can be converted to cash
    • Ore can be saved up, if converted when completing mission you get more money for it.
    • If ore is sold during mission you get slightly less money in return
    • If mission is failed all unconverted ore is lost
  • Money bonus on mission completion
  • Ability to move units during mission
  • Unit personalization:
    • Each unit is given a randomized name
    • Name can be customized when managing units
  • Unit death cause at end of mission
  • Med kit upgrade to heal units during mission
  • New waves for first mission
  • Many bug fixes

Files

web.zip Play in browser
Apr 13, 2024
Private Mining Company.x86_64 58 MB
Apr 13, 2024
Private Mining Company.dmg 64 MB
Apr 13, 2024
Private Mining Company.exe 66 MB
Apr 13, 2024

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