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A jam submission

Deep PocketsView game page

Every pebble counts! Fill your pockets, but be careful of spillage
Submitted by Sown — 13 hours, 58 minutes before the deadline
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Deep Pockets's itch.io page

Results

CriteriaRankScore*Raw Score
Use of the Limitation#73.9003.900
Overall#83.7003.700
Concept#133.7503.750
Presentation#153.7003.700
Enjoyment#153.4503.450

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
1

Software used
Unity, Aseprite

Use of the limitation
By having a physical pocket that you drop pebbles into as you mine out blocks underneath

Cookies eaten
1

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Comments

Submitted

Very well done on this game! I wish there was a way to empty your wallet. Cute graphics, chill music and very nice mechanics here! Great job on the jam and I wish you luck on the game jam!!!

Submitted

great game! its very polished, and that item movement inside the pocket add some good feeling! the "theres no escape" It made me believe that it had elements of terror.

well done using the theme and the limitation :D 

ps: The only "downside" is that it took me a while to realize that I had to go down. xd 

Submitted

So I ended up playing this for like 2 hours, oops! Mostly out of determination to get the retirement fund done, but also because it was fun! I do want to address a couple of issues I had while playing:

- It happened a couple times where I had a ton of ore of one type, and then when the reset timer ended that ore didn't show up again, forcing me to wait another 7 minutes before I could sell it. The Reset Seller didn't seem to work either so this was quite annoying at times.

- There were some major frame drops when your pocket started to become full, sometimes it becoming so laggy the pocket glitched out and removed half off my collected stones. One time it even dropped almost everything right when I was about to sell everything.

- While this type of game is definitely meant to be more cozy and easygoing, the pacing felt a bit slow. Having to wait for the timer to get the right ore or having to climb all the way back up when you're really deep were things that were quite time consuming.

That out of the way, I also want to give you praise because this is quite impressive to have done in 72 hours. The pocket mechanic is really innovative and the overall gameplay loop is really fun with a nice background tune. The variety of upgrades were also nice.

You got yourself a really solid entry so well done! If you were to fix those issues, you'd have a lot of potential with this game!

Submitted(+1)

Love this - I feel like you've unified the jam's two themes in a really satisfying way. Seeing the ores fill the pocket and dragging them into the grinder has a tactility and responsiveness that feels really good. The gameplay loop is commonsense and fleshed out - there's trade-offs between energy, prioritising ore types and feeding ores the machines actually want, which changes every now and then. Plenty of upgrades to also keep the scaling refreshing. Like honestly ones that are actually useful and help mining and depositing instead of adding to the variables. It's all really tight and polished for a game made in a short period of time. The only thing that stood out is that it'd be helpful to label which ores are being referred to, but it was easy to figure it out after a bit of trial and error. Really cool game and a great design, everything just clicked together very well for this one. Great work! 

Submitted

Great game, but i dont really like how the machine only buy some type of resource,, still I enjoyed it !

Submitted(+2)

Warning: highly addictive.  Very fun and peaceful game to sink some time into. 
Spent about 90 minutes to upgrade a ton and retire happily ever after.  The bag idea is great!


Developer(+1)

Damn thanks so much for playing. I’m glad you enjoyed and were even able to win the game. None of my playtest friends were even able to get to 1000$, so I honestly doubted someone would be able to reach retirement. If you’re interested, I’m planning on releasing a big update once the jam is over adding more content and a save system.

Submitted

Awesome, i'll check it out after your updates

Developer

Just launched the saving update. check it out

Submitted(+1)

Cool just tested the updated game.  Player starts at 0/6 energy!  Also, is there a way to start fresh instead of loading save?   Your updating inspired me.  I'm working on adding a new game mode and a  leaderboard for my jam game too :)

Developer

Yeah currently theres no way to wipe the save, but I’m planning on having a titlescreen with 3 saveslots that you can then delete if you want. The game saves using IndexedDB, so it is technically possible to delete the savedata from your files, but I couldn’t figure out how, but you could try if you really need to wipe your save.

Submitted(+1)

cool game, you can see that the developer tried

Submitted

Very nice textures and an interesting idea, but I didn't figure out how to get the coins.

Developer

Thanks for the feedback and for playing. I definitely could’ve expanded the tutorial to teach that you need to drop rocks of a certain material type into the little funnel machines in front of the warehouse and store to earn money.

Submitted(+1)

Yoo, that's fire, reached the end of the world btw ;D

Submitted(+1)

Great way of teaching we won’t ever retire T.T

Thanks for making the game! It’s very cool <3 Super depressing to lose money when you sell something wrong, I which I could have a little bit more of energy early on to explore deeper. The pocket physic thingy is EXCELLENT. Thanks for making it! <3

Developer

Thanks for the feedback. Do you have any suggestions for a different penalty for selling the wrong items? I’m planning on adding a machine you can use to scan pebbles before you sell them that tells you what it is, the weight, value, etc. But do you think the penalty for selling something wrong should be reduced, or should it be something different entirely?

Submitted(+1)

Because it’s difficult to tell apart at first which stone is what, you punish the player for trying to get what’s in his pocket. I had this feeling entirely because I felt it was my only way to know if stone was actually stone. If you have a way early on to tell them apart, it becomes fair game!

Another option would be to not punish early in the game, and make the amounts bigger as time goes on / as you’re getting closer to retirement? Or, very different option, creating more of a risk/reward situation on a different vendor? For instance: with a more elusive description + a fee to drop stuff in that bin, but if you get it right it’s a huge payoff).

Please let us know if you make an update, I’m quite curious to see how you make the game evolve!!! <3

Developer(+1)

I’m working on a pretty big update right now actually. I plan to release it once the jam is over. It adds a lot more content and polish, the main feature being a proper save system so your progress caries over between closing the game. To address your feedback I’ve added a scanner component that you can put rocks into which tells you what they are and other info about it. Right now the scanner is directly attached to the selling funnel, so you see what you are selling as you sell it, but later it will be its own building that you can use freely.