an endless digger game (formerly known as Hound Digger)
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Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Just dropped a small update to fix some annoying things in the multiplayer menu that were bugging me (and probably you too lmfao).
That whole copy-pasting thing for game codes was clunky, so I added proper Copy, Paste, and Clear buttons right in the multiplayer lobby screen. Should make getting into a match with friends way less of a chore.
While I was at it, I wanted to spice up the competition. There's now a win counter in the HUD to settle any arguments about who's really winning the session. And to top it off, you'll either get a proper
You Win!
or
You Lose! screen.
Since the Game Over text was there either if you won or lost I added this to confirm which player secured victory and which lost.
Currently I've added multiplayer and refined the mechanics a bit more, but multiplayer is still buggy at the moment and there are some regressions with the mobile UI and UX. I know what's left to fix and hopefully it shouldn't take too long since I almost forgot to add the WebRTC stun/turn server so that you can actually play with other people and not only on the same machine/network however I did implement it & confirmed it works. For now, here's a preview of multiplayer (blue being the host, red being the guest)
Today was quite an eventful day! I've cooked up a pretty big update for Hole Digger, focused on making the game more strategic and fun to play, of course it is not perfect yet but it's very close to the final vision I have for the game. I will try to fix a few issues tomorrow and then start doing the net side so I can add multiplayer support (finally lol).
So, What's New?
Chain Reactions: Inspired by games like Candy Crush, we've added new colored blocks that spawn in clusters. Breaking a block in a group of three or more now triggers a satisfying chain reaction, clearing the entire cluster!
New Animations & Feedback: To make the game feel more alive, I have also added dust and particle effects for breaking blocks, crack textures for multi-hit Special Blocks, and a full respawn animation with invincibility frames to give players a fair chance after losing a life (although the physics and stuff still need tweaking since it can sometimes be unfair to players).
UI Overhaul: I've updated the title, pause and death screens, including Graphics Settings where you can toggle performance-intensive effects like bloom and particles.
The game now has title, pause and death screens! And tbh the most intricate part was ensuring all time-based game mechanics (i.e. the falling blocks, digging cooldowns, milestone events, etc.) were correctly accounted for the pause duration. Without adjusting these timers, resuming the game would feel too jarring, with events happening instantly or out of sync but I managed to make it work.
Maybe a few more gameplay improvements and I can finally implement the thing I wanted to do from the start :)
Refactored the codebase since I had CSS and JS all in the HTML, still need to add the menu though..
Finally done with making the game playable in the first place, now it's time to add some more gameplay features to shake it up.
Also definitely gonna add a menu right now because it kept looping and killing me lol.