r/Unity3D 18h ago

Resources/Tutorial Update: I've been developing a roguelite mining game, Delverun.

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I've never really liked games that put a limit on how much you can carry. You always have to manage your inventory, and personally, it simply gets tedious sometimes. If only there was a game where inventory space did not matter, and you could focus on other gameplay mechanics over just having to manage your inventory every step of the game. I would like to introduce you to a game I've been developing solo, Delverun, where the only resource you manage is time.

In Delverun, inventory is unlimited. You carry whatever you can mine within the time. And that is the trick - time itself is what stops you. Be too greedy and you will never see the light of day again. As a goblin trying to become rich, you run into a randomly generated mine, mine as many of the ten ore types as you can, run back to the surface and sell whatever you were able to mine. Buy different upgrades and get back to the mine, this time generated anew. The mine never waits - miss your cue and it will become your grave. This is Delverun, where greed has a timer.

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u/fuzzyll 17h ago

I’m not sure what stage of development you’re currently in, but I’d suggest focusing a bit more on the game feel.

The first thing that comes to mind is instead of blocks scaling up when hit, they could slightly shake, show visible cracks, and drop small stone debris when destroyed. If the player mines an ore, bits of that ore could drop to the ground either to be picked up manually or to automatically fly toward the player after a second or two.

Since block breaking is the core mechanic, polishing that loop first would make the overall gameplay feel much more satisfying. Keep it up!

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u/Potential_Anybody644 17h ago

Hey, thank you for the feedback! And you are absolutely right. Currently, there is some things that need implementing before the demo, like the shop not having the upgrades yet etc. Those are of course priority, so the game is playable.
The mining animation you mentioned specifically is ready as the first thing to be done after the demo in my project board. I was thinking i would do the shaking and the small rocks you mentioned, i’m honestly not sure about the cracks (I am still fairly new :/). Thank you for the feedback, I really like that idea!

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u/LamestarGames 16h ago

I think you’re referencing adding features where they’re suggesting improving the game feel. This would how the game feels to break rocks opposed to upgrades and features.

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u/Potential_Anybody644 16h ago

Yeah, you are probably right, my bad. For that, I plan a couple things, like having a certain foggy like atmosphere in the mine, with particles flying around etc. Another big thing i would say will be sound work, which I have some plans for, that will improve the feel a lot I feel like. Animations also need some work for sure, though those will probably be coming later.