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.
Save and medals :( :(
This game is great, there is greater potential for a part 2, my complaint is , this game will not save my progress when i come back to it later, saved it and went away two times and came back and had to start from scratch again, other than that, this is a great game, would love to see a sequel, maybe make it way deeper and include more upgrades like a lazer drill or a bigger driller and some more mineral types. Also i noticed that a few games on newgrounds are starting to hide the medals and i would not have know that they were applied to the account unless i was logged in, please make the medals aware to the people if you can.
Generic Biased Review
As everyone is pointing out - This is just motherlode. In my opinion you have downgraded a perfectly good game. I will only compare the two to make a point.
Gameplay - Failry boring. There is no incentive to dig down other than to gain a high score. Motherlode has a basic story that compels you to dig deeper. Also there is hardly any challenge to the game. The fact that you can dig upwards makes this game a truckload easier than Motherload. Changing that would be a complete revamp. You need to find an alternate incentive and challenging aspect to improve this. 2/5
Visuals - This has its own style. Fresh and different. Or so you would think. There are alot of games now that use this kind of art style. The color palette is nice ; Contrasting the underground with the overground fairly well. The animating was not as smooth as I'd want, Especially the turning. 3/5
Audio - Annoying and repetitive. The ambience needs to be quieter. When I was up-top, I had to endure the constant chirping of birds. The constant bleeping when your cargo is full was annoying. The Digging sounds have little or no variation. I'll give credit that the sounds fit nicely with the art but could do with variation. My advice: Less annoying bleeps and sounds. 4/5
Overall I give this a 6/10. It is a solid concept that needs polishing and improvements.
What can I say
I only clicked on this because it looked like motherlode, OH HOW I LOVED THAT GAME!!!
Nice but not GREAT!
Can get to be pretty boring after a while of the same stuff but its time-consuming and addictive. I just wished there was more excitement to this game. For example, the driller encounters a few creatures or etc.