Mega Miner

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Coal Miner 5 Points

Mine 20 Pieces of Coal

Digging Deep 5 Points

Reach a Depth of 300 Meters

Iron Miner 5 Points

Mine 20 Pieces of Iron

Silver Miner 5 Points

Mine 20 Pieces of Silver

Emerald Miner 10 Points

Mine 20 Emeralds

Explorer 10 Points

Clear 5% of the Map

Gold Miner 10 Points

Mine 20 Pieces of Gold

Saphire Miner 10 Points

Mine 20 Saphires

Under Pressure 10 Points

Reach a Depth of 600 Meters

Diamond Miner 25 Points

Mine 20 Diamonds

Rock Bottom 25 Points

Reach a Depth of 1000 Meters

Ruby Miner 25 Points

Mine 20 Rubies

Black Box 50 Points

Find the Source of the Signal

Giant Gems 50 Points

Find 10 Giant Gems

Lost King 50 Points

Find the Ancient Remains

Prospector 50 Points

Clear 10% of the Map

Treasure! 50 Points

Find all the Treasure

Excavator 100 Points

Clear 25% of the Map

Author Comments

Enjoy! :).


enjoyable to play

but once my item-menu left me, i was unable to resume alone. bad thing, i just liked it.

People find this review helpful!


additive and fun but not much to do but steel very fun


Sir, the ultimate drill is the drill that will pierce the heavenz.
Where's the gurren-lagann upgrade?

anw, awesum game \o/

People find this review helpful!

Lots of digging, but it's no Motherload...

Mega Miner feels like an attempt to take Motherload, smooth all the sharp edges off, and present it to casual gamers in a friendly, warm & fuzzy package. Unfortunately, in the process they removed most of the traps and hazards and replaced them with existential environmental threats.

On top of that, Motherload's flight system has been replaced with a completely binary grid-based movement system. There is no gravity, and you are never in a position to change your trajectory while you are "in between" two blocks. In some ways, this could be seen as an advantage, since it makes choosing which block you're going to dig next much more precise.

The problem is, this makes basic movement *extremely* slow. Your robot absolutely *crawls* in every direction at the same uniform speed. There's no sense of traction, momentum, or impacts, which made Motherload a lot of fun. You have no ability to fly, jump, or dash in order to go faster. And worst of all, no dropping down elevator shafts at terminal velocity to reach the bottom of the map quicker. I can see wanting to remove the damage on impacts, but why remove physics altogether? (Well, probably because it was easier to program, let's be honest.)

All of these design decisions have the (unintended?) side-effect of slowing down the gameplay, to the point where you feel like you're playing a turn-based game. The choices you're required to make as part of the core gameplay are so simple and repetitive in a game like this (And Motherload, and Minecraft, and Terraria) that any delay in getting from the consequences of the last block you dug to the next opprotunity to choose a new block to dig needs to be instantaneous. (Minecraft handles this particularly well, with the delay of digging a block being paid up front *before* the reveal. This makes the consequences of every single dig a surprise. There's nothing like that here.)

There were actually a few improvements on the formula. I shot myself in the foot by not using the Teleporter early on... it turns out that by "one use" they mean "you can plant the teleporter once but use it an unlimited number of times." Oops. That's actually way better than Motherload's "Random position and velocity" bullshit teleporter. I also liked the visual style of the gauges and how the game gives you several different resources to manage. There's plenty of leeway between "Houston, we have a problem" and the actual fail state.

But even this seems to work at cross purposes. Once you have a teleporter set up, for example, you can safely ignore the low fuel alarm (which seems to measure the distance from the robot to the surface-- to the point where sometimes you will ascend a shaft and the fuel will not be low any more as you get closer to safety!) However, all the alarms sound the same, so you may die like I did because you were ignoring the low fuel alarm and therefore missed the "low armor" alarm.

Anyway, the best thing I can say about this game is it's compelling. It's long. There's exploration. You dig down and find ores. If that's all you want out of a game, and you've already beaten Motherload, this is a free game you can play to get your mining fix.

But if you were hoping for a mining game that improves upon the formula, well... I don't think this is it. It's cleaner. It's more orderly. But is that really what we want in a mining game? 70's slow jazz playing while we inch towards the bottom of the map? This is the absolutely most basic core implementation of a mining game, with only the most generic objectives and achievements implemented.

This game is to 2D mining games what Spore's space age was to space trading games. In the push to become "safe" and casual, it became something bland and uninteresting. And this blandness has much more to do with pacing and gameplay than it ever had to do with tone or art direction.

Lots of people find this review helpful!

It's fun

But there's too big of a price jump with the upgrades.
400$ for one gas upgrade, 9000$ for the next?

That's a big fucking hill to climb.

But its still very enjoyable.

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Credits & Info

4.13 / 5.00

Aug 2, 2011
3:43 PM EDT
Action - Other