That's a great idea! Right now, important popups like blueprint unlocks and slot machine rewards don't support "click outside to close" behavior. Adding a spacebar shortcut to close them sounds like a good idea, easy to use and unlikely to be triggered by accident. Really appreciate the suggestion!
Feature request: Auto switch equipment based on env
e.g.
auto switch boots for bog vs ice etc…
auto switch/only use up durability for pickaxe for the right hardness. so if your power level allows you to mine at -1 already, dont use the pickaxe durability. as soon as you reache -2 then start using the copper pickaxe until -1 again, when reach -2 again the switch to next level iron piclaxe etc…
Oh please dont do this, this will cause me to lose 5 stamina if i ever want to change the boots in that environment, like leather boots give less stamina than snow boots, if they auto switch then you loose all that extra stamina (unles using the turtle that can over recover). so this idea will be incredibly terrible
Why would you lose stamina?
if you have leather boots (+20 stamina) equiped and then switch to snowboots(+35) you gain stamina
you wouldnt switch back after equipping the higher tier…
Either way at least an option to auto equip to those who want it XD
Switching equipment other than headgear underground currently costs 5 stamina, and for footwear specifically, changing them below the surface only affects max stamina, not your current amount. For example, if you're at 100/100 with Leather Boots and switch to Snowboots underground, you'd drop to 95/115.
Auto-switching also gets a bit complicated when multiple tools or footwear share similar bonuses in the future. For example, if two pickaxes both offer +3 Power, the system wouldn't necessarily know which one you'd prefer. So while I really like the idea in principle, it might need some careful design to avoid it becoming confusing or too automated in ways that take choice away from the player.
Still, I've made a note of this and will keep it in mind. It's always helpful to hear how all of you are playing and ways to make the game better, so thanks again! :)
oh i didnt even notice the -5 stamina drop, but now i see there is a trinket to equip that negates that (gilded shift).
But 100/100 to 95/115 doesnt bother me too much. I usually go for the green stamina boots all the time anyways.
Similar bonuses are a concern; maybe allow player to set up the auto switching order based on items of their chose. and have a new upgrade that gives you more auto switching slots. like maybe start with 2: player puts copper then iron pickaxe then after another upgrade then they put a drill in etc…
Im not sure how the Diamond pickaxe is unlocked, I completed everything in the game aside from unlocking it within a day or so, its a very cute and entertaining use of a day.
I also encountered a minor bug on the browser version of the game, when wearing the crystal circlet and afking for a little to scroll the comments, I found when id scrolled up that the effect from the headgear had "overlapped" many times and it dropped the framerate immensely until I refreshed the page.
Making games is really hard, and making one that balances progression and entertainment with a rougelike mechanic is even harder, especially in later game. this one did a very good job so congratulations ^^
I really liked the Variety and gameplay changes between each character, some creative twists on the simple mechanics really did shake things up, Fern and Griddle really stand out as their quirks completely changed the method you'd approach the digging and the preferred gear.
one thing that would be nice to see, from a completionism point of view at least, would be more achievements for tasks done, such as unlocking all the characters then headgear/tools/upgrades etc- not a necessity but as it stands the achievement tab only having two achievements is underutilising the mechanism.
another thing, it took me scrolling through the comments to realise how to unlock Nix, maybe I'm slow but it wasn't clear that Quartz doesn't spawn in that zone (maybe because the zones before it gets dark around the ice level all have Quartz, so I assumed it spawned and I couldn't see it?) so I kept doing multiple runs searching for it to spawn.
Thanks so much for playing, and for the kind words!
The Diamond Pickaxe is unlocked from treasure chests in the Granite and Magma zones, though the drop rate is very low (0.1%)
Appreciate the bug report about the Crystal Circlet visual effect. That's definitely a bug. I'll try to come up with a fix in the next update.
Achievements are something I definitely want to expand, but I'm trying to find the right balance. I want them to feel earned and meaningful, like Heavy Drip. I've been thinking about a 100% completion achievement too, but I have not decided how I would like to implement it. For example if someone unlocks everything now and gets that achievement, should they lose it when new content is added? Or should it remain a permanent badge? Still deciding which is better...
As for Nix, it's a bit of an obscure unlock by design. She's sort of like a challenge turtle, where unlocking and reaching water with her is more difficult than the rest. I have included a small hint in the starting screen's game tips :)
Thanks again for the thoughtful feedback. It really means a lot!
I've hit a roadblock. About when I reached the magma zone, the game's progression ground to a halt. I maxed the dojo, unlocked all tools and accessories, collected every artifact, but still can't progress further, and I don't know what else I can improve. Resources are useless to me now, except some specific gems that are demanded for the last minor upgrades and accessories.
From other comments and screenshots, and info on the page I gather there are supposed to be some consumable items. Hell, one of the accessories says it boosts consumable items, but I haven't seen any so far.
Also: winterheart is broken; it makes the status symbol dissapear, but stamina drain stays the same with or without it.
Consumable items are the ones that go into your backpack slots, Flask, Torch, Mageflare Rune, and Ladder. The Alchemist's Pouch boosts all of their effects slightly.
As for Winterheart, it makes you immune to the Burn debuff, but at the cost of -1 Power. So if your Power isn't high enough to meet the threshold for digging Magma cells at 1 stamina (using better tools help, such as Titanium and Diamond Pickaxes), then the reduced Power cancels out the benefit of negating Burn. That's why you're not seeing a difference in stamina cost. Hope this helps!
Oh. I never crafted the backpack, because from its description I thought "well, I haven't ran out of space for anything so far, I'll make it when I'll need it", and then forgot about it. Maybe it could say that it actually unlocks the ability to use new items? I assumed it meant resource capacity, or something I would find eventually and know when.
And if winterheart decreases your mining power, shouldn't that also be said in its description? Or did I just miss that too.
Anyway, thanks for the quick reply and for making this cool game!
Yeah, I agree the backpack description might be a bit misleading. "+4 inventory slots" could definitely sound like just an upgrade to your existing capacity. I'll change it to something clearer, like "allows carrying consumables (4 slots)" or along those lines.
As for Winterheart, it does mention "-1 Power" in the description.
Thanks so much for the feedback! Feedback like this is really helpful, since there are things I might otherwise overlook.
I usually don't like this type of games but I seriously love this game and all of its aspects. Great job!! The only issue I have is the light is very buggy for me, while digging it just gets stuck in a spot and I have to dig a block for it to focus on the turtle again. When I am back at top after digging it is still dark and I have to reload the game for it to be bright again.
Also some suggestions feel free to ignore:
Can you change the descriptions of flask. I thought flask was was just usable once and I would have to re-craft it everytime leading me to not use it for a loooooong while.
While using titanium pickaxe or drill it gets annoying to see free dig! after every few seconds. I wouldn't mind if it was not showed as we can see its effects on stamina bar too.
One doubt I had is what counts as valuables? Is it just minerals or ores count too?
Thanks so much! I'm really glad you're enjoying the game :)
For the light issue, that usually happens on browsers with limited resources, like those on older devices or mobile. Do you happen to be playing on mobile or an older machine?
Unfortunately, since Serenitrove is built entirely with HTML and JavaScript (without a game engine), there are some technical limitations I can't fully optimize around when it comes to performance.
I really appreciate the suggestions! For the Flask description there was a player before this having this exact same issue, so I think you're right, it's still not clear enough. I've made a small tweak to the description before, but I'll definitely be updating it again to better explain that it's reusable.
As for the "Free dig!" message with the Titanium pickaxe/drill, I agree it does get a bit spammy. Will try removing it in the next patch and see how players feel about it. If no one misses it, it'll stay hidden.
For Omnishard, gold ores, titanium ores, and all the gemstones are considered valuables.
Thanks again for the feedbacks and suggestions. Do let me know if you come across any other issues!
You could try restarting your macbook and closing any unused apps or browser tabs to free up resources. If it's still the same, it might be worth trying Safari to see if performance is any better there.
Alright thanks! Another question, on average how much spins does it take for jackpot? All my turtles have reached the water but I have yet to unlock the jackpot turtle. I have already spent 999+ quartz as I have the achievement.
Edit: Have spent exactly 1401 quartz saw it in info bar
There's actually a hidden mechanic that gradually increases your odds of hitting the jackpot within a single session (only if you haven't landed one before). So it's best to save up a large amount of Quartz and try to spin for the jackpot all in one go without refreshing or closing the game in between.
I stumbled across this game randomly and I’m so glad I chose to play :) This game is so cute and fun!! Grinded for like 2 days and finally reached water! Thank you for making such a great game :)))
Thanks so much for playing, and congrats on reaching water! I'm really glad to hear you're enjoying it. That seriously makes my day. Hope you keep having fun, and have a great one!
When you equip tools, footwear, or accessories while underground, it normally costs 5 stamina each time. With Gilded Shift equipped, you can freely swap between tools and footwear below the surface without any stamina penalty. The only exception is accessories, since you'll need to have Gilded Shift equipped.
Grampshell increases internal spawn roll for all resources by 30%. Since spawns are probabilistic, you will have to compare them by their averages, not single runs.
For example, pick a specific zone and resource type, let's say Soil and Quartz. Do N number of runs with and without Grampshell. Calculate total Quartz for each run and compare the averages (total number of Quartz across all runs/N). The higher the number of runs (N), the more accurate your results will be. The average for Grampshell runs should have a value of 1.3x the average of normal runs.
Thanks for playing, and congrats on hitting the jackpot and unlocking Reeler!
The ore selling feature is more of a "recycling" option than true selling. The Quartz you get back isn't really worth the materials, but it's there to help clear out inventory once players hit the 999 resource cap. Selling refined bars felt a bit odd, since they require extra coal or wood to produce, and turning them back into something lesser didn't make much sense mechanically.
That said, from a lore perspective, it is kind of strange that raw ores are accepted but not the refined versions. It's something I'll keep in mind.
Got everybody but "Nix". The unlocking objective doesn't work out for me as I can't find any quarz in the lava section. I don't think quarz spawns there. ... Got it.
I'm probably in the minority but I'm colorblind and the health is almost impossible for me to see in the sand. Could you add a black border around the health icons?
Thanks for letting me know! I want to make sure Serenitrove feels good to play for everyone, so I'll be adding a colorblind mode to help with the restore cells and other visuals. Are there any other elements that are hard to see for you? I'd love to change all of them in the colorblind mode.
[TR/ENG] ENG : If you want to pass the time on the bus by playing a relaxing browser game, this is a simple option. It's currently being updated. After playing it for two hours, I'm satisfied. The music is very relaxing, but it can cause headaches if the volume is too high. Overall, it's a great game.
TR : Zamanınız hızlı geçsin otobüste sakin sakin bi Tarayıcı oyunu oynamak istiyorsanız çok rahat ve anlaşılması kolay bi oyun. Güncel olarak güncellemede alıyor, yaklaşık 2 saatlik bir deneyimim oldu ve şunu söylemeliyimki deneyimimden %100 memnun ayrılıyorum çok sakin müzikler efsane çok sakin müzikler var ama biraz fazla ses başınızı ağrıtabilir bi 10 dakika dinledikten sonra.
I managed to reach Depth 430 twice using Nix but it wouldn't let me go deeper (into purple section)? There was the yellow stop sign indicator but I still had 21 stamina left. Really upsetting since I finally reached the end of the Magma zone after stacking 130 shield and lucking out on heals.
I was hoping Magmawalker Boots gave Burn immunity but it's only sideways. I ended up having to forge Winterheart accessory anyway since HP is tight for Nix and that Burn dmg can kill my run easily. Since Nix can't equip tools, once her shield breaks she's no longer protected from extra stamina loss.
Gilded Shift seems like an overpriced 100% collector's item. I think by the time you can afford it, it won't matter since you'll access Titanium before Diamond. You won't need to swap out a broken Gold Pickaxe anymore and you can just take the -5 stamina hit to swap to Magmawalker Boots. Basically there are more practical, stronger accessories.
Quartz income is pretty slow but I think that's intentional for the sake of pacing out Dojo upgrades/Accessory purchases/accumulating enough to win Jackpot in Slots(without resetting).
You can sell excess Copper and Coal later on but that's only really pity change from Slots rewards. It's a trap considering you unlock Smelting speed upgrade after maxing all the three Dojo stat upgrades, and Dwarven Bracer late-game which both require a ton of Copper.
Besides Diamonds, Ruby upgrades were the worst, probably on account of Amethyst/Emerald/Sapphire having more biomes to spawn in and also the Dojo upgrades skipping over the first two gems for the third type.
For the purple section, those blocks are Obsidian, which have a hardness of 30. That means you'll need at least 30 combined stamina and Power to dig through them. The yellow stop sign indicates that while your stamina isn't zero, it's not enough to break through that specific block.
Full Burn immunity without any tradeoffs felt a bit too overpowered, since it would remove much of the challenge from the Magma zone. So the design currently offers a choice, Magmawalker grant directional Burn protection, while Winterheart provides full immunity but comes with a -1 Power penalty (though a high Power stat can offset that).
For Nix runs that made it to the water, players have generally prioritized maxing Power upgrades in Dojo (with +1 Power from Relics), starting with the Sanguine Signet, collecting every Quartz and gem along the way, and then swapping to Winterheart in the Magma zone with shield stacks up. Afterward, they usually switch to a different accessory when shield breaks, since the -1 Power from Winterheart becomes equivalent to taking 1 Burn damage per dig anyway.
Totally agree that Gilded Shift is in an awkward spot right now. It ends up feeling redundant once stronger accessories are available and stamina tradeoffs become less important. I'm still thinking through ways to tweak it so it becomes more relevant without becoming overpowered.
So I was basically bashing my head against the wall trying to force the Nix clear. I've got Maxed Dojo besides the last Light upgrade/last Forge speed. But I don't have all 20 Relics for +1 Power which is probably the main issue. Saving 1 Stamina/per step once Nix's shields break is a huge game-changer.
...Just realized the Granite zone has Hardness of 7. So that Relic +1 Power really makes all the difference since Power 6 is limit for Nix with only Max Dojo. Even if RNG gave me a ton of Quartz/gems for a 160 shield, most of it will still be destroyed digging through Granite zone. But it's the 7 Power that lets Nix enter the Magma zone with all shields intact.
I collected every Quartz and gem I saw (I would even restart my run if RNG didn't give me 32 shield (8+ Quartz) before the Sand zone) and use Torch so I couldn't really play any better besides buying a ton of Mageflares to path my way in the dark towards healing/gem tiles
I suppose Nix with 6 Power could still get lucky and clear if you Mageflare like every 4 steps. Just gotta hope the heals/gems are not too far from you.
Does Grampshell increase Relic or Treasure spawn chance? If not, you can make an accessory that does that (or increases the chance of bigger radar pings instead of tiny ones since I keep breaking Relics).
It became even more evident that Nix was the challenge character when I got to the end with the other 7 turtles easily (unlocking Full Flask made a huge difference). 10 (-1) Power cracks through Magma and Obsidian way easier than 6 (-1) Power. Not even Griddle was a problem (I used Omnishard to find him gold/titanium to eat in the Granite zone/then switched to Winterheart for Magma). Iron Helm achievement was no issue either.
Yeah, Nix is definitely the challenge character to beat the game with. Max Power upgrade combined with the +1 Power from relics is a must. Without the relic bonus, Nix runs probably fail 95% of the time.
Grampshell increases resource spawn by 30% (Chests and Relics are not affected). For relic-related support, I think an accessory that grants additional extraction attempts could be useful, maybe something like +2 tries when extracting from relic tiles. For encased relics, personally my method is to try the opposite end if the first ping is weak, then try to triangulate the location of the relic (max 3 tries in a triangular pattern), then from there you should be able to get a strong ping and use the rest of your attempts around that spot.
As for the turtles, I personally feel Griddle is the easiest overall due to his high stamina pool. If you can reach the Magma zone with most of your stamina intact, you can just equip Winterheart and dig straight to the bottom without too much trouble.
With Mistral + Violetheart Pendant (fast regen combo), I "farmed" Relics. Digging down quickly on the lookout for them and restarting once out of stamina or upon hitting the Ice zone. It took hours of me breaking Relics (tfw when 7 small pings) but I finally got all 20 Relics and got the final hat.
(The flavor text for "Black Rectangle" Relic made me laugh)
The difference between Nix with 6 Power and 7 Power is massive. Just look at my remaining stamina and how my shields are still intact.
Anyway, despite how grindy it got at the very end, I enjoyed unlocking all the cute turtles (my fav is Caela) and all their different abilities that made them each unique to play as, crafting recipes, and progressively getting to further Zones. Multiple soundtracks so you never get dull hearing a single song over and over. Solid game mechanics (I like the Sand zone best because I can "drag" a healing (sand) tile with me as an emergency heal for later). For a game about digging down it surprisingly has much depth, heh.
Thank you for creating this game! I wish you just as successful in your future endeavors!
Congratulations on unlocking everything, and thank you so much for the kind words! It really means a lot. I'm so glad you enjoyed the journey, and I wish you all the best in whatever you do too!
P.S.: About the Black Rectangle, I've always imagined the turtles as a far future civilization, long after humans have disappeared (whether we left the planet or something else happened), with only a few well-preserved relics left behind. It's fun imagining what stories they'd piece together from the scraps we left behind.
Is it the initial tutorial popup for restore cells? If so, could you let me know which device and browser you're using? That will help me reproduce the issue. Thanks for reporting it!
Thanks for the info! I tested the restore cell popup on several Windows devices using Chrome, but unfortunately couldn't reproduce the issue on my end. It's possible that a browser extension or setting might be interfering. Worth checking just in case.
I'm sorry you're running into this. If possible, I'd recommend trying Serenitrove in Firefox on your Windows PC. It's the browser the game runs best on, and might help avoid the issue entirely.
I can't seem reproduce this on my end. Is it possible you switched turtles or changed your footwear around that time? Different turtles have different max stamina values, and footwear can also affect your max stamina.
Footwear gives you a max stamina bonus, so it's generally a good idea to keep them equipped at all times. The extra stamina acts as a buffer as you go deeper. But if you're low on materials and trying to save on repair costs, you could wait and equip them partway through your dig. Just keep in mind that equipping footwear costs a bit of stamina if you're not on the surface :)
It's like a metal detector, almost. The larger the circle and louder the noise that comes from it, the closer you are to the correct spot. Usually, I get a bit lost with which direction you have to go, but if you try to space out in the general area of where you're getting the closest signal, you might just hit it.
Sorry, that's the best way I could explain, good luck :)
Cows spawn randomly each time you return to the surface, so you can technically increase your chances of seeing them by returning to the surface more often.
Thank you for the kind words, it really means a lot! I'm so glad you're enjoying it, and I hope it brings you a little joy, whether youre going through a tough time or just looking for something relaxing to pass the time :)
Hey thanks so much! I'm really glad you enjoyed the game! I checked out Jumpimal too, and I'm super impressed you made that at just 13, that's really awesome. Keep up the great work! And if you ever need help with programming, art, or anything else, I'd be happy to help :)
Thank you so much for your kind words :D I’m really happy you enjoyed the game — that gives me a lot of motivation to keep learning and improving. I’m still just starting out and experimenting with programming and game development, and making Jumpimal was such a fun step for me. I truly appreciate your offer to help, and I might definitely reach out for advice or guidance in the future :)
I hate this game, unable to progress because of the gambing machine, spent 500+ gems in it and I have not hit a jackpot (higher than a medium win)... Would play again
Sorry to hear you've had such a rough time with the slot machine, especially after spending over 500 Quartz without hitting the jackpot.
There's actually a mechanic built in where the jackpot chance increases the more times you spin in a single session (as long as you haven't hit a jackpot yet). So it's better to do a bunch of spins in one go rather than spreading them out across multiple play sessions. Usually it takes about 150-200+ spins to land a jackpot for the first time. Hope this helps!
Stopped working as in, clicking on the slot doesn't do anything? Just to double check, do you still have enough Quartz to spin? If you've got enough and it's still unresponsive, that might be a bug. I'll try to reproduce it on my end and see if I can track it down. Thanks for the heads up!
I had 64 quartz when I clicked on it and it was unresponsive, I had to refresh the page for it to work ; I have an habit of spam clicking, so that might have caused the issue,(maybe I accidentaly clicked on the item menu on the top right or the achivement thingy while it was spining)
Thanks so much for playing Serenitrove and leaving a rating! I'm really glad you enjoyed the pixel art style.
As for the browser thing, there's actually a technical reason Firefox is recommended over Chrome. The way Chrome handles subpixel rendering can cause faint lines along the edges of the rendered tiles.
It took me a month, but a lot of stuff went on for the past few months in my life. But I've 100%ed it. It's good. Relaxing. For some wants of the game: Wish I could sell the bar variants, or perhaps trade materials for other materials. Would make it quiet exorbitant for gems from any other material just to keep it balanced to how it is now. I'd like to have a visual counter on the torch duration like equipment does in the slots, not just hovering over it. Other than that, I like everything else here. Is good game.
First of all, thank you so much for 100%ing Serenitrove! It really means a lot to me. I hope things are looking up for you. If life's been rough lately, I hope Serenitrove could offer a bit of joy or at least as a distraction.
Thanks as well for the thoughtful feedback. For resource selling and trading, I'm considering allowing common materials to be bought with Quartz, but I'd like to keep anything above Gold unpurchasable in order to preserve the core gameplay loop. Otherwise, players could just grind Quartz in a single zone and bypass the need to dig deeper for rare metals or gems.
I really like the suggestion about a visual torch duration indicator. It might end up being a simple bar (without numbers) since the item slots are smaller than equipment slots, but I'll definitely look into it.
Thanks again for playing and for taking the time to share your thoughts!
Hi!! Loovinngg this game. Super cute, simple, and really fun to play when I just wanna zone out and have fun. I have a question about the different turtles. I just randomly clicked on scoot and got Grampshell. How do you get more turtles? Is it an achievement kinda thing?
Grampshell is one of the turtles you can get as a random reward from a treasure chest. Each turtle has its own unique condition to unlock. Kind of like mini achievements yeah. Later on in the game, you'll come across a structure where you can check out more details on how to unlock each turtle.
Nope, Grampshell increases overall resource spawns by 30%, but none of the turtles increase the slot machine win chance. I feel it'd be a bit clunky if players had to switch turtles just to improve their odds before every spin. I guess Grampshell just feels lucky!
To unlock headgear, you'll need to reach the water (complete the game) with each of the turtles. Every turtle has a specific headgear tied to them, and they're purely cosmetic meant for collection, with no effect on stats.
The 20,000 cells required to unlock Mistral refers to your all-time total cells dug. You can check your overall progress by clicking the information (i) button in the bottom-right corner of the screen.
Glad you like it! Thanks again for the suggestions! I was thinking maybe for the Crystal Circlet, we could have little crystals that periodically spawn under the character. It might be a bit tricky to implement, but I think it would look really cool.
oh my gosh that would!! though that does sound really hard to put in the game. maybe as a compromise you make it so the turtles have glowing crystals floating around them :)
Really liking the game so far, super chill and cozy.
I noticed the magma walker boots prevent stamina from being gotten when digging a stamina ore from the side. I break the ore but I don't gain any additional stamina.
I also rarely get cows, it was a grind and a half to get enough for all the items and upgrades. Is there any rhyme or reason to when cows spawn?
Suggestion: another consumable in the form of ladders that could allow your turtle to ascend one block. I tend to spam the down arrow and miss an ore by a block, so having an item that gives you a second chance would be neat.
Love the art style, by the way. Everything is so simple but still distinct. It's nice to have less visual noise in a game like this, I don't get a headache from playing like I do from a lot of pixel art games. Excited to see what you do in the future!
Thanks so much! I'm really happy to hear you're enjoying the game.
Great catch with the Magmawalker boots. I tested it and you're right, it's a bug. Thanks for reporting it! I'll try to get that fixed in the next update.
As for cows, they actually have a 50% chance to spawn each time you return to the surface. So if you're running low on leather, one way to increase your odds is to head back up more frequently.
I really like your ladder idea! There have also been a few suggestions about a special turtle that could dig upwards, but having a consumable ladder item is a great idea as it would let any turtle reach something above them. Implementing upward digging would be a pretty major change under the hood, since the current mechanics are only built for going down. I've definitely had those moments of missing a relic or treasure chest by one block too, so I'm looking forward to implementing this feature in the game as well :)
And I'm glad you liked the art style. Really appreciate your kind words, and excited to keep building more into the game!
When you dig one up, it triggers a relic minigame. In this minigame, you have a limited number of clicks to find the exact spot where the relic is hidden before the encased relic shatters.
Each time you click on the encased relic, you'll get a visual ping circle and a sound cue. A small circle with a soft sound means you're far from the relic, a medium ping and sound means you're getting closer, and a large ping with a loud sound means you're very close.
Collecting multiple relics will unlock permanent relic powers. You can view all the relics you've found and any powers you've unlocked in the Lorestone.
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can you let us close menu/notifications (e.g. slot machine wins) with spacebar or something please 🥲
That's a great idea! Right now, important popups like blueprint unlocks and slot machine rewards don't support "click outside to close" behavior. Adding a spacebar shortcut to close them sounds like a good idea, easy to use and unlikely to be triggered by accident. Really appreciate the suggestion!
Feature request: Auto switch equipment based on env e.g.
Oh please dont do this, this will cause me to lose 5 stamina if i ever want to change the boots in that environment, like leather boots give less stamina than snow boots, if they auto switch then you loose all that extra stamina (unles using the turtle that can over recover). so this idea will be incredibly terrible
Why would you lose stamina? if you have leather boots (+20 stamina) equiped and then switch to snowboots(+35) you gain stamina you wouldnt switch back after equipping the higher tier…
Either way at least an option to auto equip to those who want it XD
Thanks for the suggestions!
Switching equipment other than headgear underground currently costs 5 stamina, and for footwear specifically, changing them below the surface only affects max stamina, not your current amount. For example, if you're at 100/100 with Leather Boots and switch to Snowboots underground, you'd drop to 95/115.
Auto-switching also gets a bit complicated when multiple tools or footwear share similar bonuses in the future. For example, if two pickaxes both offer +3 Power, the system wouldn't necessarily know which one you'd prefer. So while I really like the idea in principle, it might need some careful design to avoid it becoming confusing or too automated in ways that take choice away from the player.
Still, I've made a note of this and will keep it in mind. It's always helpful to hear how all of you are playing and ways to make the game better, so thanks again! :)
oh i didnt even notice the -5 stamina drop, but now i see there is a trinket to equip that negates that (gilded shift). But 100/100 to 95/115 doesnt bother me too much. I usually go for the green stamina boots all the time anyways.
Similar bonuses are a concern; maybe allow player to set up the auto switching order based on items of their chose. and have a new upgrade that gives you more auto switching slots. like maybe start with 2: player puts copper then iron pickaxe then after another upgrade then they put a drill in etc…
Im not sure how the Diamond pickaxe is unlocked, I completed everything in the game aside from unlocking it within a day or so, its a very cute and entertaining use of a day.
I also encountered a minor bug on the browser version of the game, when wearing the crystal circlet and afking for a little to scroll the comments, I found when id scrolled up that the effect from the headgear had "overlapped" many times and it dropped the framerate immensely until I refreshed the page.
Making games is really hard, and making one that balances progression and entertainment with a rougelike mechanic is even harder, especially in later game. this one did a very good job so congratulations ^^
I really liked the Variety and gameplay changes between each character, some creative twists on the simple mechanics really did shake things up, Fern and Griddle really stand out as their quirks completely changed the method you'd approach the digging and the preferred gear.
one thing that would be nice to see, from a completionism point of view at least, would be more achievements for tasks done, such as unlocking all the characters then headgear/tools/upgrades etc- not a necessity but as it stands the achievement tab only having two achievements is underutilising the mechanism.
another thing, it took me scrolling through the comments to realise how to unlock Nix, maybe I'm slow but it wasn't clear that Quartz doesn't spawn in that zone (maybe because the zones before it gets dark around the ice level all have Quartz, so I assumed it spawned and I couldn't see it?) so I kept doing multiple runs searching for it to spawn.
Thanks so much for playing, and for the kind words!
The Diamond Pickaxe is unlocked from treasure chests in the Granite and Magma zones, though the drop rate is very low (0.1%)
Appreciate the bug report about the Crystal Circlet visual effect. That's definitely a bug. I'll try to come up with a fix in the next update.
Achievements are something I definitely want to expand, but I'm trying to find the right balance. I want them to feel earned and meaningful, like Heavy Drip. I've been thinking about a 100% completion achievement too, but I have not decided how I would like to implement it. For example if someone unlocks everything now and gets that achievement, should they lose it when new content is added? Or should it remain a permanent badge? Still deciding which is better...
As for Nix, it's a bit of an obscure unlock by design. She's sort of like a challenge turtle, where unlocking and reaching water with her is more difficult than the rest. I have included a small hint in the starting screen's game tips :)
Thanks again for the thoughtful feedback. It really means a lot!
I love this game
I love this game
I've hit a roadblock. About when I reached the magma zone, the game's progression ground to a halt. I maxed the dojo, unlocked all tools and accessories, collected every artifact, but still can't progress further, and I don't know what else I can improve. Resources are useless to me now, except some specific gems that are demanded for the last minor upgrades and accessories.
From other comments and screenshots, and info on the page I gather there are supposed to be some consumable items. Hell, one of the accessories says it boosts consumable items, but I haven't seen any so far.
Also: winterheart is broken; it makes the status symbol dissapear, but stamina drain stays the same with or without it.
Consumable items are the ones that go into your backpack slots, Flask, Torch, Mageflare Rune, and Ladder. The Alchemist's Pouch boosts all of their effects slightly.
As for Winterheart, it makes you immune to the Burn debuff, but at the cost of -1 Power. So if your Power isn't high enough to meet the threshold for digging Magma cells at 1 stamina (using better tools help, such as Titanium and Diamond Pickaxes), then the reduced Power cancels out the benefit of negating Burn. That's why you're not seeing a difference in stamina cost. Hope this helps!
Oh. I never crafted the backpack, because from its description I thought "well, I haven't ran out of space for anything so far, I'll make it when I'll need it", and then forgot about it. Maybe it could say that it actually unlocks the ability to use new items? I assumed it meant resource capacity, or something I would find eventually and know when.
And if winterheart decreases your mining power, shouldn't that also be said in its description? Or did I just miss that too.
Anyway, thanks for the quick reply and for making this cool game!
Yeah, I agree the backpack description might be a bit misleading. "+4 inventory slots" could definitely sound like just an upgrade to your existing capacity. I'll change it to something clearer, like "allows carrying consumables (4 slots)" or along those lines.
As for Winterheart, it does mention "-1 Power" in the description.
Thanks so much for the feedback! Feedback like this is really helpful, since there are things I might otherwise overlook.
I usually don't like this type of games but I seriously love this game and all of its aspects. Great job!! The only issue I have is the light is very buggy for me, while digging it just gets stuck in a spot and I have to dig a block for it to focus on the turtle again. When I am back at top after digging it is still dark and I have to reload the game for it to be bright again.
Also some suggestions feel free to ignore:
While using titanium pickaxe or drill it gets annoying to see free dig! after every few seconds. I wouldn't mind if it was not showed as we can see its effects on stamina bar too.
One doubt I had is what counts as valuables? Is it just minerals or ores count too?
Thanks so much! I'm really glad you're enjoying the game :)
For the light issue, that usually happens on browsers with limited resources, like those on older devices or mobile. Do you happen to be playing on mobile or an older machine?
Unfortunately, since Serenitrove is built entirely with HTML and JavaScript (without a game engine), there are some technical limitations I can't fully optimize around when it comes to performance.
I really appreciate the suggestions! For the Flask description there was a player before this having this exact same issue, so I think you're right, it's still not clear enough. I've made a small tweak to the description before, but I'll definitely be updating it again to better explain that it's reusable.
As for the "Free dig!" message with the Titanium pickaxe/drill, I agree it does get a bit spammy. Will try removing it in the next patch and see how players feel about it. If no one misses it, it'll stay hidden.
For Omnishard, gold ores, titanium ores, and all the gemstones are considered valuables.
Thanks again for the feedbacks and suggestions. Do let me know if you come across any other issues!
I am playing on macbook air m1 with firefox. Is there anything I can do to optimize it on my device?
You could try restarting your macbook and closing any unused apps or browser tabs to free up resources. If it's still the same, it might be worth trying Safari to see if performance is any better there.
Alright thanks! Another question, on average how much spins does it take for jackpot? All my turtles have reached the water but I have yet to unlock the jackpot turtle. I have already spent 999+ quartz as I have the achievement.
Edit: Have spent exactly 1401 quartz saw it in info bar
There's actually a hidden mechanic that gradually increases your odds of hitting the jackpot within a single session (only if you haven't landed one before). So it's best to save up a large amount of Quartz and try to spin for the jackpot all in one go without refreshing or closing the game in between.
I stumbled across this game randomly and I’m so glad I chose to play :) This game is so cute and fun!! Grinded for like 2 days and finally reached water! Thank you for making such a great game :)))
Thanks so much for playing, and congrats on reaching water! I'm really glad to hear you're enjoying it. That seriously makes my day. Hope you keep having fun, and have a great one!
It seems stupid to ask, but wdym the gilded shift removes stamina costs for equipping? I
When you equip tools, footwear, or accessories while underground, it normally costs 5 stamina each time. With Gilded Shift equipped, you can freely swap between tools and footwear below the surface without any stamina penalty. The only exception is accessories, since you'll need to have Gilded Shift equipped.
Can someone prove how the Grampshell finds more resources underground?
Grampshell increases internal spawn roll for all resources by 30%. Since spawns are probabilistic, you will have to compare them by their averages, not single runs.
For example, pick a specific zone and resource type, let's say Soil and Quartz. Do N number of runs with and without Grampshell. Calculate total Quartz for each run and compare the averages (total number of Quartz across all runs/N). The higher the number of runs (N), the more accurate your results will be. The average for Grampshell runs should have a value of 1.3x the average of normal runs.
woah. Grampshell goated fr
pretty nice. at times it is a bit too grindy. but i finally got the unlock for Reeler the jackpot turtle.
so, you can sell ore, but nobody want's to have the refined bars?
Thanks for playing, and congrats on hitting the jackpot and unlocking Reeler!
The ore selling feature is more of a "recycling" option than true selling. The Quartz you get back isn't really worth the materials, but it's there to help clear out inventory once players hit the 999 resource cap. Selling refined bars felt a bit odd, since they require extra coal or wood to produce, and turning them back into something lesser didn't make much sense mechanically.
That said, from a lore perspective, it is kind of strange that raw ores are accepted but not the refined versions. It's something I'll keep in mind.
Got everybody but "Nix". The unlocking objective doesn't work out for me as I can't find any quarz in the lava section. I don't think quarz spawns there. ... Got it.
finally enjoying a well deserved vacation at the beach
I'm probably in the minority but I'm colorblind and the health is almost impossible for me to see in the sand. Could you add a black border around the health icons?
Thanks for letting me know! I want to make sure Serenitrove feels good to play for everyone, so I'll be adding a colorblind mode to help with the restore cells and other visuals. Are there any other elements that are hard to see for you? I'd love to change all of them in the colorblind mode.
I'll let you know as I get further! I appreciate you looking into this!
I just added an Accessibility option with the sand restore cell change for now. Hope it helps!
[TR/ENG] ENG : If you want to pass the time on the bus by playing a relaxing browser game, this is a simple option. It's currently being updated. After playing it for two hours, I'm satisfied. The music is very relaxing, but it can cause headaches if the volume is too high. Overall, it's a great game.
TR : Zamanınız hızlı geçsin otobüste sakin sakin bi Tarayıcı oyunu oynamak istiyorsanız çok rahat ve anlaşılması kolay bi oyun. Güncel olarak güncellemede alıyor, yaklaşık 2 saatlik bir deneyimim oldu ve şunu söylemeliyimki deneyimimden %100 memnun ayrılıyorum çok sakin müzikler efsane çok sakin müzikler var ama biraz fazla ses başınızı ağrıtabilir bi 10 dakika dinledikten sonra.
I managed to reach Depth 430 twice using Nix but it wouldn't let me go deeper (into purple section)? There was the yellow stop sign indicator but I still had 21 stamina left. Really upsetting since I finally reached the end of the Magma zone after stacking 130 shield and lucking out on heals.
I was hoping Magmawalker Boots gave Burn immunity but it's only sideways. I ended up having to forge Winterheart accessory anyway since HP is tight for Nix and that Burn dmg can kill my run easily. Since Nix can't equip tools, once her shield breaks she's no longer protected from extra stamina loss.
Gilded Shift seems like an overpriced 100% collector's item. I think by the time you can afford it, it won't matter since you'll access Titanium before Diamond. You won't need to swap out a broken Gold Pickaxe anymore and you can just take the -5 stamina hit to swap to Magmawalker Boots. Basically there are more practical, stronger accessories.
Quartz income is pretty slow but I think that's intentional for the sake of pacing out Dojo upgrades/Accessory purchases/accumulating enough to win Jackpot in Slots(without resetting).
You can sell excess Copper and Coal later on but that's only really pity change from Slots rewards. It's a trap considering you unlock Smelting speed upgrade after maxing all the three Dojo stat upgrades, and Dwarven Bracer late-game which both require a ton of Copper.
Besides Diamonds, Ruby upgrades were the worst, probably on account of Amethyst/Emerald/Sapphire having more biomes to spawn in and also the Dojo upgrades skipping over the first two gems for the third type.
Thanks for the in depth analysis on Serenitrove!
For the purple section, those blocks are Obsidian, which have a hardness of 30. That means you'll need at least 30 combined stamina and Power to dig through them. The yellow stop sign indicates that while your stamina isn't zero, it's not enough to break through that specific block.
Full Burn immunity without any tradeoffs felt a bit too overpowered, since it would remove much of the challenge from the Magma zone. So the design currently offers a choice, Magmawalker grant directional Burn protection, while Winterheart provides full immunity but comes with a -1 Power penalty (though a high Power stat can offset that).
For Nix runs that made it to the water, players have generally prioritized maxing Power upgrades in Dojo (with +1 Power from Relics), starting with the Sanguine Signet, collecting every Quartz and gem along the way, and then swapping to Winterheart in the Magma zone with shield stacks up. Afterward, they usually switch to a different accessory when shield breaks, since the -1 Power from Winterheart becomes equivalent to taking 1 Burn damage per dig anyway.
Totally agree that Gilded Shift is in an awkward spot right now. It ends up feeling redundant once stronger accessories are available and stamina tradeoffs become less important. I'm still thinking through ways to tweak it so it becomes more relevant without becoming overpowered.
So I was basically bashing my head against the wall trying to force the Nix clear. I've got Maxed Dojo besides the last Light upgrade/last Forge speed. But I don't have all 20 Relics for +1 Power which is probably the main issue. Saving 1 Stamina/per step once Nix's shields break is a huge game-changer.
...Just realized the Granite zone has Hardness of 7. So that Relic +1 Power really makes all the difference since Power 6 is limit for Nix with only Max Dojo. Even if RNG gave me a ton of Quartz/gems for a 160 shield, most of it will still be destroyed digging through Granite zone. But it's the 7 Power that lets Nix enter the Magma zone with all shields intact.
I collected every Quartz and gem I saw (I would even restart my run if RNG didn't give me 32 shield (8+ Quartz) before the Sand zone) and use Torch so I couldn't really play any better besides buying a ton of Mageflares to path my way in the dark towards healing/gem tiles
I suppose Nix with 6 Power could still get lucky and clear if you Mageflare like every 4 steps. Just gotta hope the heals/gems are not too far from you.
Does Grampshell increase Relic or Treasure spawn chance? If not, you can make an accessory that does that (or increases the chance of bigger radar pings instead of tiny ones since I keep breaking Relics).
It became even more evident that Nix was the challenge character when I got to the end with the other 7 turtles easily (unlocking Full Flask made a huge difference). 10 (-1) Power cracks through Magma and Obsidian way easier than 6 (-1) Power. Not even Griddle was a problem (I used Omnishard to find him gold/titanium to eat in the Granite zone/then switched to Winterheart for Magma). Iron Helm achievement was no issue either.
Yeah, Nix is definitely the challenge character to beat the game with. Max Power upgrade combined with the +1 Power from relics is a must. Without the relic bonus, Nix runs probably fail 95% of the time.
Grampshell increases resource spawn by 30% (Chests and Relics are not affected). For relic-related support, I think an accessory that grants additional extraction attempts could be useful, maybe something like +2 tries when extracting from relic tiles. For encased relics, personally my method is to try the opposite end if the first ping is weak, then try to triangulate the location of the relic (max 3 tries in a triangular pattern), then from there you should be able to get a strong ping and use the rest of your attempts around that spot.
As for the turtles, I personally feel Griddle is the easiest overall due to his high stamina pool. If you can reach the Magma zone with most of your stamina intact, you can just equip Winterheart and dig straight to the bottom without too much trouble.
With Mistral + Violetheart Pendant (fast regen combo), I "farmed" Relics. Digging down quickly on the lookout for them and restarting once out of stamina or upon hitting the Ice zone. It took hours of me breaking Relics (tfw when 7 small pings) but I finally got all 20 Relics and got the final hat.
(The flavor text for "Black Rectangle" Relic made me laugh)
The difference between Nix with 6 Power and 7 Power is massive. Just look at my remaining stamina and how my shields are still intact.
Anyway, despite how grindy it got at the very end, I enjoyed unlocking all the cute turtles (my fav is Caela) and all their different abilities that made them each unique to play as, crafting recipes, and progressively getting to further Zones. Multiple soundtracks so you never get dull hearing a single song over and over. Solid game mechanics (I like the Sand zone best because I can "drag" a healing (sand) tile with me as an emergency heal for later). For a game about digging down it surprisingly has much depth, heh.
Thank you for creating this game! I wish you just as successful in your future endeavors!
Congratulations on unlocking everything, and thank you so much for the kind words! It really means a lot. I'm so glad you enjoyed the journey, and I wish you all the best in whatever you do too!
P.S.: About the Black Rectangle, I've always imagined the turtles as a far future civilization, long after humans have disappeared (whether we left the planet or something else happened), with only a few well-preserved relics left behind. It's fun imagining what stories they'd piece together from the scraps we left behind.
whenever i get restore cells i can't close the pop-up. i'm on window
Is it the initial tutorial popup for restore cells? If so, could you let me know which device and browser you're using? That will help me reproduce the issue. Thanks for reporting it!
yes it is. im on windows using chrome. bit if i use chrome on my android it works fine
Thanks for the info! I tested the restore cell popup on several Windows devices using Chrome, but unfortunately couldn't reproduce the issue on my end. It's possible that a browser extension or setting might be interfering. Worth checking just in case.
I'm sorry you're running into this. If possible, I'd recommend trying Serenitrove in Firefox on your Windows PC. It's the browser the game runs best on, and might help avoid the issue entirely.
Let me know if the problem persists!
ok so i tried it on Edge and it works fine. i hope that helps in solving the problem
when i maxed out stamina in the dojo it decreased by 10?
I can't seem reproduce this on my end. Is it possible you switched turtles or changed your footwear around that time? Different turtles have different max stamina values, and footwear can also affect your max stamina.
it was because my footwear broke mb
No worries, and thanks for taking the time to report it anyway. Let me know if you run into anything else!
i dont fully understand the footwear... should i keep them on always or at the deeper levels orrrrrr (pls help)
Footwear gives you a max stamina bonus, so it's generally a good idea to keep them equipped at all times. The extra stamina acts as a buffer as you go deeper. But if you're low on materials and trying to save on repair costs, you could wait and equip them partway through your dig. Just keep in mind that equipping footwear costs a bit of stamina if you're not on the surface :)
super addicting and cute game! i'm a little dumb, so i think it's my fault, but I cannot for the life of me do the encased relics lol
as soon as i went back to the game after posting this comment, I managed to do it.... omfg nevermind! great game!!
How?
It's like a metal detector, almost. The larger the circle and louder the noise that comes from it, the closer you are to the correct spot. Usually, I get a bit lost with which direction you have to go, but if you try to space out in the general area of where you're getting the closest signal, you might just hit it.
Sorry, that's the best way I could explain, good luck :)
im addicted too. but no more cows bug found
Cows spawn randomly each time you return to the surface, so you can technically increase your chances of seeing them by returning to the surface more often.
i wasnt expecting to like this game as much as i like it now. its really cool
im addicted
I love love lovee this game! Super cozy and relaxing, I couldn't find it during a better time. Thank you
Thank you for the kind words, it really means a lot! I'm so glad you're enjoying it, and I hope it brings you a little joy, whether youre going through a tough time or just looking for something relaxing to pass the time :)
This game is really cool I love it :) And I love also the game art and sounds “simple but good” Good job!
Hey thanks so much! I'm really glad you enjoyed the game! I checked out Jumpimal too, and I'm super impressed you made that at just 13, that's really awesome. Keep up the great work! And if you ever need help with programming, art, or anything else, I'd be happy to help :)
Thank you so much for your kind words :D I’m really happy you enjoyed the game — that gives me a lot of motivation to keep learning and improving. I’m still just starting out and experimenting with programming and game development, and making Jumpimal was such a fun step for me. I truly appreciate your offer to help, and I might definitely reach out for advice or guidance in the future :)
I hate this game, unable to progress because of the gambing machine, spent 500+ gems in it and I have not hit a jackpot (higher than a medium win)... Would play again
Sorry to hear you've had such a rough time with the slot machine, especially after spending over 500 Quartz without hitting the jackpot.
There's actually a mechanic built in where the jackpot chance increases the more times you spin in a single session (as long as you haven't hit a jackpot yet). So it's better to do a bunch of spins in one go rather than spreading them out across multiple play sessions. Usually it takes about 150-200+ spins to land a jackpot for the first time. Hope this helps!
now at 1500+ with only a big win, perhaps I should actually play the game
Sometimes RNG just isn't on our side :( Yeah might be time to give the slots a break and come back to them later. Thanks for playing!
Jokes aside, this is a great game
I tried to use it in a single session like you suggested, but after a while it just stopped working(the slot machine)
Stopped working as in, clicking on the slot doesn't do anything? Just to double check, do you still have enough Quartz to spin? If you've got enough and it's still unresponsive, that might be a bug. I'll try to reproduce it on my end and see if I can track it down. Thanks for the heads up!
I had 64 quartz when I clicked on it and it was unresponsive, I had to refresh the page for it to work ; I have an habit of spam clicking, so that might have caused the issue,(maybe I accidentaly clicked on the item menu on the top right or the achivement thingy while it was spining)
that good i'm wasting my night again 🤪 (it's midnight rn, played over 4h and i didn't yet finished).
pixels i like and as i came from mine (something) clones sorry but just can't.
already rated.
also - it's weird that game favors firefox instead of chrome…
Thanks so much for playing Serenitrove and leaving a rating! I'm really glad you enjoyed the pixel art style.
As for the browser thing, there's actually a technical reason Firefox is recommended over Chrome. The way Chrome handles subpixel rendering can cause faint lines along the edges of the rendered tiles.
nice game
It took me a month, but a lot of stuff went on for the past few months in my life. But I've 100%ed it. It's good. Relaxing. For some wants of the game: Wish I could sell the bar variants, or perhaps trade materials for other materials. Would make it quiet exorbitant for gems from any other material just to keep it balanced to how it is now. I'd like to have a visual counter on the torch duration like equipment does in the slots, not just hovering over it. Other than that, I like everything else here. Is good game.
First of all, thank you so much for 100%ing Serenitrove! It really means a lot to me. I hope things are looking up for you. If life's been rough lately, I hope Serenitrove could offer a bit of joy or at least as a distraction.
Thanks as well for the thoughtful feedback. For resource selling and trading, I'm considering allowing common materials to be bought with Quartz, but I'd like to keep anything above Gold unpurchasable in order to preserve the core gameplay loop. Otherwise, players could just grind Quartz in a single zone and bypass the need to dig deeper for rare metals or gems.
I really like the suggestion about a visual torch duration indicator. It might end up being a simple bar (without numbers) since the item slots are smaller than equipment slots, but I'll definitely look into it.
Thanks again for playing and for taking the time to share your thoughts!
Hi!! Loovinngg this game. Super cute, simple, and really fun to play when I just wanna zone out and have fun. I have a question about the different turtles. I just randomly clicked on scoot and got Grampshell. How do you get more turtles? Is it an achievement kinda thing?
Hey, thanks! That really means a lot!
Grampshell is one of the turtles you can get as a random reward from a treasure chest. Each turtle has its own unique condition to unlock. Kind of like mini achievements yeah. Later on in the game, you'll come across a structure where you can check out more details on how to unlock each turtle.
Did you program grampshell to have a higher luck stat? I feel I get way more lucky spins with grampshell.
Very enjoyable game!
Nope, Grampshell increases overall resource spawns by 30%, but none of the turtles increase the slot machine win chance. I feel it'd be a bit clunky if players had to switch turtles just to improve their odds before every spin. I guess Grampshell just feels lucky!
Thanks, I'm really glad you're enjoying the game!
What's the rarity of Quartz in the Magma zone? I think I've been down there ~100 times and haven't seen one yet.
Here's a little hint without giving too much away: Quartz doesn't spawn in the Magma zone at all. You'll need to find a way to get it there.
Brilliant! Very much loving this game by the way
Thanks, glad you like it!
Where is headgear found?
To unlock headgear, you'll need to reach the water (complete the game) with each of the turtles. Every turtle has a specific headgear tied to them, and they're purely cosmetic meant for collection, with no effect on stats.
I love you Scoot.
Hey, no worries! I'm glad I could help :)
my face when I was clicking my cow repeatedly because it was funny, not expecting it'd turn into leather
very fun!!!!
is the 20,000 cells for the turtle in total or in one run
The 20,000 cells required to unlock Mistral refers to your all-time total cells dug. You can check your overall progress by clicking the information (i) button in the bottom-right corner of the screen.
i'm glad to see the halo got a visual effect!! it's kinda like my idea of the turtle glowing. but very cute and i love it :)
Glad you like it! Thanks again for the suggestions! I was thinking maybe for the Crystal Circlet, we could have little crystals that periodically spawn under the character. It might be a bit tricky to implement, but I think it would look really cool.
oh my gosh that would!! though that does sound really hard to put in the game. maybe as a compromise you make it so the turtles have glowing crystals floating around them :)
Really liking the game so far, super chill and cozy.
I noticed the magma walker boots prevent stamina from being gotten when digging a stamina ore from the side. I break the ore but I don't gain any additional stamina.
I also rarely get cows, it was a grind and a half to get enough for all the items and upgrades. Is there any rhyme or reason to when cows spawn?
Suggestion: another consumable in the form of ladders that could allow your turtle to ascend one block. I tend to spam the down arrow and miss an ore by a block, so having an item that gives you a second chance would be neat.
Love the art style, by the way. Everything is so simple but still distinct. It's nice to have less visual noise in a game like this, I don't get a headache from playing like I do from a lot of pixel art games. Excited to see what you do in the future!
Thanks so much! I'm really happy to hear you're enjoying the game.
Great catch with the Magmawalker boots. I tested it and you're right, it's a bug. Thanks for reporting it! I'll try to get that fixed in the next update.
As for cows, they actually have a 50% chance to spawn each time you return to the surface. So if you're running low on leather, one way to increase your odds is to head back up more frequently.
I really like your ladder idea! There have also been a few suggestions about a special turtle that could dig upwards, but having a consumable ladder item is a great idea as it would let any turtle reach something above them. Implementing upward digging would be a pretty major change under the hood, since the current mechanics are only built for going down. I've definitely had those moments of missing a relic or treasure chest by one block too, so I'm looking forward to implementing this feature in the game as well :)
And I'm glad you liked the art style. Really appreciate your kind words, and excited to keep building more into the game!
Edit: Fixed the Magmawalker bug.
aw it didn't count my past gambles. time to gamble 1 million quartz!
i will!
woooohooooo
gotcha!
Wow you're quick, congrats!
could you possible tell me how the relic system works? i know a very tiny bit about the encased relics but nothing else lol.
Encased relics spawn randomly underground.
When you dig one up, it triggers a relic minigame. In this minigame, you have a limited number of clicks to find the exact spot where the relic is hidden before the encased relic shatters.
Each time you click on the encased relic, you'll get a visual ping circle and a sound cue. A small circle with a soft sound means you're far from the relic, a medium ping and sound means you're getting closer, and a large ping with a loud sound means you're very close.
Collecting multiple relics will unlock permanent relic powers. You can view all the relics you've found and any powers you've unlocked in the Lorestone.
alright