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When selling ore, it would be nice to choose what ores to sell, instead of only all.

It would also be nice with either "uphill step assist", or be able to place "stairs" or make/place "slopes" at desired access paths.

It would also be nice with a "check list" of what amount of what materials are remaining to upgrade to the next pickaxe level.

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Don’t have too much feedback; it’s very similar to a couple other games I’ve played on here. Not a bad implementation of it, but not particularly novel, but that’s okay.

The “second” resource in each level was frustratingly close in color to the “first” resource, making it tedious to hunt it down when needing it for crafting. (Coal very similar to stone, especially in the dark, and lignite(?) very similar to claystone) If I could suggest any change, it’d be to make sure those are more distinct and to maybe make max stamina or stamina regeneration stuff available early game. I stopped playing mid-second tier, as it felt like I’d experienced all the game loop had to offer me.

I don’t have a bias against AI and understand the benefit of code assistants, but just to chime in about the other comments, if you used claude or similar to assist in development of your game, that’s considered generative AI, and I’d suggest removing the tag (since people following the “no generative AI” tag are generally wanting absolutely no AI used at any stage of the game’s creation).

Coal & Stone have too similar texture.

It would be nice to be able to place blocks, in case I mined too deep accidentally & it would be quicker to just place 1 dirt, than mining out a parcour-map around the hole.

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The instructions disappeared in-game pretty quick so I don’t fault you for missing it (I think they appeared at the bottom of the screen briefly when I first started?), but per the game description you can press T to teleport back to town at any time.

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BUG:
the game acts like my mouse if constantly traveling to the right (even when the mouse is still), it is extremely infuriating :(
FIX:
Escaping & then clicking in the game & making it full screen, somehow fixed it, for now.

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Coal and Lignite are too hard to distinguish from the base stones. Also, you can instantly destroy high health ores by destroying a nearby weaker one with Blast Mining.

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Really solid game, I suggest a compendium of resources so players can know what they mine at what levels and how much they are valued at.

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Thank you! It will be added.

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If this was a single prompt on an ai thats impressive but the balancing is screwed.

EDIT: The "single prompt" was a brainfart, I meant to write "if this was done via AI using only prompting and no manual programming"

This wasn't a single prompt. I put a lot of work into it but I'd say it sits somewhere closer to an old Flash game than a full release. Quick to play, quick to finish. That's what I was going for, so the depth isn't really there yet. If people end up wanting more, I'll happily grow it into a proper project. What's wrong with the balance can you give me more details? Is it too easy or too hard?

The cost scaling feels off.
There are long times where I cant buy anything.

Thank you, it will be fixed.

wasn't even tested, just prompted on the ai and shipped lmao, when you go between areas the music change is spammed every frame, lagging tf out of the game if you stay in the area between upgrades and mining

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Thanks for the really specific feedback.

I actually didn't realize the music system was causing the lag because on Windows the game consistently runs at over 140 FPS. I assumed the performance drops were related to chunk loading when entering and leaving the mine, especially since many 3D Godot games struggle in browsers.

After reading your comment, I investigated the issue and realized that the problem was indeed the music transition being triggered every frame. Once I fixed that bug, the browser version now stays above 60 FPS, and the lag is gone.

As for the AI comment, no, I didn't just prompt an AI and ship the game. I spent a lot of time building it, testing it, and fixing bugs before releasing it. I totally get why you'd be frustrated by the performance, but it honestly sucks to have the whole project written off as "just AI prompted" when I put a lot of work into it.

The lag is fixed now, so I hope you'll give it another shot. And if you run into anything else, I'd appreciate the feedback. 

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if AI was used at all this project shouldn't be tagged as "No Generative AI Was Used" btw!