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please make this game available for 32 bit systems to...!!!..

I will upload a 32bit version today! Sorry for forgetting that.

that will be cool!!..

where is it

Yep, that clearly did not work! Let me look into that.

Try again, please!

thank you

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you know what would great, i compass to tell where your anvil and furnace are cause getting lost in this game is not a question it's a certainty and also you could make the ores more visible, cause having to pinch my eyes to search for one pixel of difference in random rock is very difficult

That has been one of the most frequent feedback by many. I will actually add this as a hotfix to this version! Thanks a lot.

added a compass!

i have no idea what is wrong with my ores, i've been heating them for a solid minute (i chronometed) and it won't forge

You can only forge bars. You need to smelt them first! I will add a better tooltip to indicate that.

i get that, i said forge but i mean't smelt which guess what, i also can't do it happens the exact same thing

you need 9x ore

guess what, i did get 9 ore and still show "insuficient ore"

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Have you tried again? Some of the ores required x10 (for example iron) and now everything should cost 8x ore. I released a patch 1 hour ago.

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nice game

Thank you!

I wish I could right click or middle click for inventory... but this is a pretty cool concept. Also, zooming in will hide the controls- but that is not that big of a deal.

very nice game

Binge watched the devlogs and had to try the game. I suppose I will also try out the Devbuild on the Discord.
I appreciate the translation, that's a good thing to think about early on in game development.

One thing that I've noticed (you might've already fixed it), is that when you pick multiple items up at once (Ingots after smelting), then you only see one text to show what you have picked up. I'd suggest using multiple lines of text like in Terraria.

Hey, thanks for the feedback! I am actually going to completely overhaul the item pickup. The Trello board of cave is public, so check this out:

https://trello.com/c/ko1R55ZH/103-%F0%9F%8E%92-item-pickup-popup-20

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I just watched all the devlogs, and im excited for the update to come to itch

Me, too!

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how do I make the anvil?

and is the new update public, or for download only and not for the browser?

The new update is not out yet, so the current version does not contain those changes. You can download the latest dev build on my Discord

https://discord.gg/sJjsksEwDq however, you require the 'Dwarf' role, which you get after being a bit active on the server!

You can see the current progress of the first 0.1 update here

https://trello.com/c/mKn5wjsy/6-%F0%9F%8F%81-01-forging-update

oh i see ok thanks for the reply.

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This game looks great, and could be super fun. But it's very empty right now :( Also, I have a suggestion. You should add Noita-like secrets, where there's little secret huts and houses and runes and just little secrets that the player can find to make them curious. :)

That's all planned!

:D

i cant smelt I'm walking up to it but it doesn't work i have coal and 3 different types of ores please help

How many materials do you have?

  • Game looks cool, love the artwork and the mechanics.
    Jjust some pointers:

    * sound of hitting the rocks is to loud
    * Pickaxe looks like it has the shortkey "A", but thats for walking left
    * Can you please add also the cursor keys for moving? I'm left handed.

Hey! I recommend you joining our Discord to checkout the latest dev build (you need to be active just a bit on the server to unlock the access). The link is further up, just click that Discord button.

The dev build has all these changes and much more. The amazing Tom Smith joined me to redo all the sound effects and some of them are already available in the latest dev build! Playing the dev build also allows you to give feedback and report bugs.

Thank you so much for your feedback!

does not seem to work on itch app

Thank you for letting me know. Could you maybe provide some more information on the following:

- what is your operating system

- what graphics card do you have

- what is your screen resolution

- what itch app version do you use? I remember the latest one had a bug where any browser game for Unity/Godot would not work but that was fixed in the edge version

i use a windows computer, i have no idea what my graphics card is and the itch app updates everytime it launches so the most recent one? also unsure of screen resolution

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i've been following your YouTube videos, and this is a pretty cool little game! at first, i didn't like that there was no menu for the smelter. but after playing it, i like it! :D

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the window is glitched for me

Could you provide screenshots please?

sorry i can't

same its not showing all the window pls help

Again, please provide screenshots so I can understand what is happening on your machine.

Also:

- what is your operating system

- what graphics card do you have

- what is your screen resolution

- what is your browser/browser version

oki

great game! looking forward to updates!

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neat, can't wait for the update

I tried this out and it looks neat for just having the mining and smelting mechanic. Feels like a chill mining game and the sound effects are really nice. Hope to see more updates!

I see that you're redoing the sound effects on the trello page. I love the current sound effects. Right now I feel that they are one of the games biggest assets. For that reason I'm hoping you don't do anything drastic with the SFX. Then again, I'm only one voice of many. Looking forward to the things to come!

-CodeNick

The sounds will be done by the amazing Tom Smith https://twitter.com/tomsmithsound who is actually really good at making sound effects. The current sounds are grabbed from Youtube samples and in poor audio quality.

I will dedicate an own devlog to the sound design of cave, as it won't be as simple as playing a couple of samples. I have the idea to make the sound system dynamic and flexible, based on the area and objects in that area.

If you wanna see a bit more about what Tom does, he also worked with me on corg-e:

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Great game, its is awesome! Also, how do I close it? There is no menu and when I used F4 it turned my screen black and I had to restart my computer.

Also will the updates be free for the people who downloaded the alpha version? Its a really nice game, and if not I'll pay for it but just wondering.

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A menu will be introduced with the next update. The final game won't be free, however, it won't be super expensive. Keep in mind that I am the only developer so the final release will be in many years from now!

Ok, thanks good to know. I hope that all goes well with the game, thanks for making a super fun game.

It's fun, I like it, really hoping to see the developments. It actually kept my interest so that's a keeper.

Is there a timeframe for when you want the next update to be out?

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I plan to release version 0.1 this Summer 2021. (Around June)

Sweet!

is the html5 not updated at all?

You can play the latest dev build on my Discord. This website will be updated once version 0.1 releases.

ah okay

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WOW

I know this is kind of a dumb question but how do you use the furnace?

(+1)

There are no dumb questions. Many people asked that before and it is currently not obvious.

You need to have the right amount of items in your inventory (e.g. Copper bar is 2x copper ore and 1x coal) and it will smelt it automatically once you stand in front of it.

With the next big update, this will completely change!

Thanks so much! By the way I love you other game 'The Commute' but I wish it was a bit longer. Thanks again.

I think if MC could have used Godot, we would have had a much better Minecraft.

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floaty controls, pickaxe doesn't work 100% of the time, closed it after 1min, only good thing is art style and sound.

> pickaxe doesn't work 100% of the time

What exactly did not work?

Also, by floaty controls, what exactly do you mean? The game is in very early development and I am looking for all the feedback so I can make this a fun experience.

I'm guessing they're talking about if you stand touching a wall on the left of the player, but the player is facing downwards, clicking the wall doesn't work - this is somewhat counter intuitive when using a mouse.

Otherwise, really nice work, I'm looking forward to seeing where this goes. Art, sound and style all feel really nice so far.

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Yup, that will be all fixed! You will rotate in the direction you click, see this preview: https://twitter.com/bitbrain_/status/1351611741378064388

I think you should always face the mouse icon- which would eliminate that weirdness.

i was going to play but its webgl and i cant use that so ya i bet its a really good game 

Do any of the downloads work? I have provided versions of the game for Linux, MacOS and Windows (64bit)

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no they dont because my chromebook is one i the older ones and it depends how many bit,gigabites and stuf so ya but i will try 

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it let me do it :) :) :)

Awesome! I am curious what you think about the prototype!

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its rlly good i like how u have to hav coal to smelt 

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hey bitbrain, it's me the guy who's [roblm you had to fix, i would like you to make this a steam release, with achievements, this would make it so much more playable for me.

thanks for listening.

Hey! Steam release is planned!

nice! i am looking forward to that, where can i wishlist it, also will it have achievments, will it be free?

The game won't be free but it won't be super expensive. Just a few bucks I think.

So the browser and the download versions will just be like a demo/miniature version and the steam will be a full version?

Correct! Also, the game will be free on itch.io until pre-alpha and the demo version will always be available here to play!

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the sound design is incredible! I think there needs to be a bit more to do in the caves rather than just dig rocks-maybe somekind of dungeon or old mining huts to explore and loot.

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There will be. :) Stay tuned for more.

PS: the dev roadmap ahead is roughly 2-3 years. There will be A LOT of stuff I wanna do.

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Epic! I'm looking forward to seeing new content for Cave and your devlogs!

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I love what you're going for here. I like the pixel art, the idea - the sounds got bit to much echo for my taste but it's an interesting effect non the less.

I'd like to see the character automatically turn towards the rock I hold left mouse button on instead of manually turning him with WASD.

I feel like the rock tileset would need a bit more hight, it looks so flat compared to the oven and the PC. Not looking bad but just.. flat - probably just an artistic preference on my end.

The UI obviously still is pretty clunky to use.

I think the amount of ppl reacting to what you did here is mainly because of the juicy visuals & animations presenting your game on the itch.io site and your obvious passion for it. Also your Trello board looks awesome. Keep that up :)

Best of luck with your game.




Thanks a lot, MadByteDE!

I agree 100% with all your points. The 0.1 patch will come with lots of improvements, including a visual revamp (higher walls!)

You might wanna watch this:

Let me know what you think about the new UI. Personally, I really like it, especially because its underlying concept is inspired from Minecraft/WoW.

Fun to mess around with. One big improvement would be in the basic controls. I would add cursor key movement and space bar to dig. Also full mouse control: left click to indicate player movement direction. Right click to dig.

Great job with this; the sounds are interesting.

Haha, thanks! Sounds are mostly placeholder, though.

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I have just finished reading "The future of cave" and here are my thoughts (and remember that the player doesn't always know what's best): 

Point 1: I see your rebuttal to my argument and I understand where you're coming from. In this case you may want to introduce players to materials that they are unfamiliar with. (Iron is familiar, while "Intressium" is not) This might allow the player to feel like that they are actually learning how the world around works and behaves if implemented correctly. Just don't be like: "Aha, you have found the blueprints to a iron pickaxe", because it makes sense for people to know how to make an iron pickaxe already. (Unless the plot somehow makes this not so.)

TL:DR In my opinion you should only lock crafting when it makes sense in the lore to do so.

Point 2: This is a much smaller point. I believe that it would be cool to have a seed system like Minecraft's, so that you can revisit a past seed if you want. (Also set-seed speed runs?👀)

"Point" 3: This "point" is just a new idea. While reading this devlog I thought of an idea that I don't recall seeing in any other game ever. Dynamic info boxes. Now this probably sounds confusing and stupid (as it may very well be), but hear me out. I thought,"Well this game is going to be about discovery". I thought that maybe that as you learn more about an item the description updates. When you first collect copper it says "A heavy bar of copper" and (I'm assuming the game's setting is medieval) you can figure out that copper can be imbued with magic (electricity) and the info box would update to reflect that. Or maybe just ditch info boxes for a journal.

TL:DR No tldr for you this time >:)

"Point" 4: I think that it would be cool to have the player discover something that the dwarves couldn't. Just some food for thought.

Can't wait to hear back! -Nick

Wonderful feedback! In regards to your idea, I had something similar in mind. "Knowledge" will become a game mechanic. What I want to avoid are situations like in Minecraft, where the player goes to the wiki and hyper optimises everything from the start, because that would contradict with the story. Cave will be a linear story game in that regard and players can't just "jump" to the end game, unless they remember where to look for.

Making seeds replayable is another objective I am thinking about. Yes, seeded words are already a thing and will come with the next huge 0.1 update!

Maybe something like some kind procedurally generated recipes? 

This is a difficult thing to design. Foremost, I want to build a game that I personally enjoy, and procedurally generated items or blueprints were never something I enjoyed. 

It kinda takes away the immersion and the game suddenly turns into an Excel table simulator. However, this doesn't mean I cannot implement some kind of procedural generation. I have this idea of being able to have sockets on your tools. In these sockets, you can put special gems or other things that give your tool special effects.

For example, imagine I can craft a pickaxe with special powers. Special powers could be "explosiveness" or "earthquake" or "fire". However, those effects by themselves could be RNG to some extend. In order to add these special effects, you'd need to find the items in the world to create those powerful gems. This is all just theoretical and might not what I am actually gonna build, but you get the idea.

In a nutshell, I really wanna avoid having "too many" tools/equipment but rather focusing on a few that the player can customize as much as they like. And they can only customize them by exploring the world/cave.

Well, it seems that you know what you want to do, which is good! I can't wait until 0.1!

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If you want a little bit of feedback on the ideas of a future updates here ya go:

0.1 Smithing Update: This is needed as it feels like it is a core gameplay element that is just not there. I would suggest also making an optimization to the items so the game doesn't start lagging with 10+ items on the floor. (Although I have no clue how tough that might be)

0.2 Fighting Update: I'm very tentative about this update. This is because I believe that it is going to be hard to pull off well. If you can keep the lonely ascetic while have other creatures I think that it may just work.

0.3 Exploration Update: I can see the potential here. I think maybe having some kind of cave/s. Maybe stick with that biome idea? It doesn't need to be anything fancy. It can just be some slight coloring variations with some drop rate variations.

0.4 Story Update: Obviously you aren't thinking much about this update currently which I agree with. Although you will want to decide if you want to build some vague lore, have a story line, or both. In my opinion a linear story wouldn't of much to the game as it stands unless you can find some cool way to implement it.

Final Thoughts: Remember to not forget about your core gameplay loop. Also one more suggestion that I have is to the connect these updates together. (Like linking 0.2 to 0.3 & 0.3 to 0.4) Ex. Bat's (0.2) which can be found in deeper caves (0.3) where you'll also find so story. (0.4)

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Thanks for the feedback. Very useful!

As part of the 0.1 update, I will fix the item issue alongside many other Quality of Life improvements. To address your concerns, the roadmap of features will definitely change after the Smithing Update has landed.

In order to deliver a great crafting experience, I need to introduce some new concepts to make learning "patterns" approachable and immersive. Crafting will be very different from other games where the player "just needs to have the materials". Instead, crafting will be based on knowledge and SKILL. However, to learn patterns, you need to find/discover them within the world. All of that requires a procedurally generated world. All of that I am currently building and will show in more detail in my next devlog.

In the meantime, make sure you read up on the future of cave and join my Discord to get daily updates on the development of the game! 

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With shaped crafting I always give this suggestion: Make it so that the player can make a recipe even if their character in game hasn't learned it. If you know a basic recipe exists and you can't make it because your character just "doesn't know it" your immersion will probably be broken. And I will be checking out "on the future of cave" right now. I will post a separate comment with feedback soon! I also can't use discord, because it makes my computer funky. I don't know why. :(

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wow this a lot of potential

(+2)

Really great random gen system! Great atmosphere as well! Reminds me of the ol days when I got on Minecraft with the fam.

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Great game, atmosphere, and I really love the sprites. The only thing I think would be good to change is to make the sprite for the mouse small, as it is pretty big in my opinion.

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I am building this game on a 4K monitor. That must be the reason. Let me add that to my list to fix! ❤️

oh, ok that is probably the case, as I am using a 1080p monitor.

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Hi Miguel, I'm really enjoying this as a bit of mental rest in between work :) 

I think a it would be interesting when there are enemies to have the option to pay them off, maybe only for a particular class, like a dwarf that starts mining and when you go to interact you can either fight or bribe? One thing I find in these types of games is if I open the cave out too much I get a bit disoriented so a way of placing markers/guides would be good. I also really like the idea mentioned below of having short lived torches. And last thing is that gold bars currently have the caption "A heavy bar of iron"

Thanks for a great game, I'm looking forward to future updates :)

(+1)

Wow! Great feedback. I will definitely consider your suggestions. Btw, feel free to join my Discord to not miss out on any updates and to collaborate with others on ideas! ❤️

https://discord.gg/sJjsksEwDq

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Fala companheiro, seu jogo esta ficando ótimo, espero novidades, eu o coloquei no meu canal, da um pulo lá ok!

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Thanks a lot! I assume you are from Albania. Greetings from London!

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You should add save mechanic also main menu

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Hey Umuthoper,

feel free to checkout the project board. A tutorial/menu screen is planned for the first big 0.1 update.

Additionally, I want to implement a save mechanic in the 0.2 update afterwards.

Link to the Trello board

Thanks for the information

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