Rock Mining Shift is a simple incremental mining game where your goal is to earn as much money as possible by mining rock.

Mine rocks, sell your ore, and invest in upgrades to increase your efficiency. Each upgrade makes you faster, stronger, or more profitable—how far can you push your earnings?

Features:

  • Simple and satisfying mining loop
  • Multiple upgrade paths (damage, speed, luck, and more)
  • Short, replayable “shift” gameplay
  • Increasing rewards as you improve your strategy

Controls:

WASD / Arrow Keys – Move  

Spacebar – Mine rocks / Sell ore  

Free to play in browser. Optional support appreciated!

Full Screen now works in browser version!

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This is my first complete game release. Feedback and suggestions are appreciated!

If you have ideas or improvements, feel free to leave a comment.

Updated 15 hours ago
Published 6 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorManawell Studios
GenreSimulation
Made withGodot
Tags2D, Incremental, mining, Singleplayer, upgrades
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
ContentNo generative AI was used

Download

Download NowName your own price

Click download now to get access to the following files:

RockMiningShift_v1.2.exe 99 MB

Development log

Comments

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(+1)

I got absolutely addicted to this! It was a lot of fun.

Like commenter TripleRainbowBaka suggested, I think it would be super cool to have different worlds to go to.

Following up commenter spiritbx, it would help a lot if the rocks had numbered health bars. When I first started playing, I thought the +10s popping up were how much resources I was getting. A health bar and changing the + to a - in the popup would help clear up any of that confusion. I agree with what they said about the space bar too. My hand started to hurt from pressing so much. It would be nice if I could hold down the space bar to mine. Maybe you could add a mining speed upgrade that determines how fast the rock is mined while holding space bar. 


I never found myself upgrading the shift length. I never saw the point considering I stayed in my previous position and kept all the resources. Maybe you could require the player to sell their resources before the shift ends to make their money? I feel like that would be a bit tedious though. Another reason I never upgraded the shift length was because it would mean I upgraded less frequently. You could add a bed so the player can end their shift early if they have the shift upgraded a ton.

I also never upgraded the speed stat. There was never a time crunch to get between the rocks and the sell stand. This could possibly be resolved by adding my suggestion in my shift length paragraph about losing the resources if you don't sell them. I think it would also be cool if the rocks despawned after being mined and they would randomly spawn in an area, incentivizing movement around the map. Out of all 3 rocks, I think I only ever mined the top one lol.

This game is super cool and incredible for your first game release. I am excited to see where this project goes!

(+1)

Thank you for playing and taking the time to write such a detailed review. I'm thrilled that you enjoyed the game!

All of this feedback is incredibly important in helping me shape what I'm making next. A reward/penalty system for interactions, making the rock’s HP clearer, an actual "purpose" to the shift, and even considerations for player hand health are all going into the works for the next game release. :D

Again, thank you for providing such valuable feedback, it is tremendously helpful!

(3 edits)

I think if you added a world level so leveling up brings new worlds that would be cool like rainbow dimension or like heaven or a creepy deep cave that gives u a jumpscare sometimes, I'm excited for the future :=) 

just finished the game super fun mining rocks I love pizza
I love Pizza

Thanks for playing, I'm really glad you enjoyed it!

I think you're onto something with unlocking new worlds or areas.

I'm already working on the next version, and I’d say the future looks bright. :D

(+1)

Random constructive criticism from someone that never made a game, but has played a ton:  

Mining: It would be nice, but not needed, to have a number over the ores for the HP, it could help players determine what upgrades to buy and when. Pressing space is pretty tedious and loud on some keyboards, having the option to also click would be nice.  

Shift length: Currently it's pretty useless since you start right back where you were when your shift ended maybe when the shift ends, you autosell everything you have and start the next shift at the shop/entrance. This would not only make ending the shift a negative thing, making you want to actually upgrade shift time, but would also make upgrading speed more important.  

Upgrades: Right now,some upgrades are OP while others are lame, and even detrimental.  

For speed, considering the amount it upgrades for the price, it's 10$ for a 3.3% upgrade, and it only gets worse each upgrade. You would need about 30 inventory upgrades to start getting only +3%, while that's the first upgrade for speed.  

For shift length, it can actually become a bad thing to upgrade it too much, since there's no way to end the shift early, meaning that they have to wait longer to upgrade. Maybe some kind of bonus % based on the money you make could also incentivize players to make the shift longer for a bigger bonus.  

There's also no point in having multiple ores right now, since you might as well just go to the closest one to the shop for easier travel. Maybe you could add different ores the further you go in the mine that give more money but have more HP, this would also make speed a more important thing to upgrade if you have to travel all the way to a deep ore every shift. There could also be a penalty of some kind the deeper you are in the mine past a certain point when your shift ends, so the player would need to work around that in order to go as deep as they can, fill their inventory up with the best ores, but still get out before the shift ends to avoid the penalty and get the bonus.  

  

Realism: The game is too realistic with you making the company a ton of money but only getting a pizza party at the end... :P

(+1)

Wow, thank you so much for playing and for the incredibly detailed feedback!

This was exactly the kind of response I was hoping for when I decided to upload the game. It started as a small learning project and experiment, so hearing this level of thoughtful critique is really valuable.

You pointed out a lot of things I hadn’t fully considered yet, especially with balance, and the overall lack of a meaningful reward, or penalty, component for most aspects of the game.

While I’ll likely only make a couple small quality-of-life updates to this version, I’m taking ALL of this into account as I start designing the next iteration. My goal is for each version to improve based on what players actually experience.

And, your pizza party comment made me laugh XD

Thanks again for taking the time to write all of this out, I greatly appreciate it!

def needs a fullscreen option

Thanks for playing and for the suggestion!

Fullscreen is available in the downloadable version right now. I haven’t added it to the browser version yet, but it’s something I’m planning to add in an upcoming update.

I really appreciate the feedback!