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
 
 - Give a free marine when player loses them all and has no money
 - 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
Private Mining Company
Classic tower defense with a hardcore twist
| Status | In development | 
| Author | AssassinMonkey | 
| Genre | Strategy | 
| Tags | 2D, Perma Death, Pixel Art, Sci-fi, Singleplayer, Space, Top-Down, Tower Defense | 
| Languages | English | 
More posts
- The Great Next Fest UpdateOct 01, 2024
 - Steam Demo Release!Jul 22, 2024
 - Teaser: Permanent Upgrades & New LevelsJun 26, 2024
 - Teaser: Mining overhaul, player controlled enemy spawningJun 08, 2024
 - Secret Bonus FINAL Itch UpdateJun 06, 2024
 - Update 3: ContentJun 02, 2024
 - HotfixApr 23, 2024
 - Mini Update - 2Apr 22, 2024
 - Mini Update - 1Apr 18, 2024
 - HotfixApr 13, 2024
 

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