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Home/r/IndieDev/2025-07-10/#game-development-dirt-item-acquisition
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How should the player be able to get the item "Dirt" in my game? Its easy for stone and wood, I can just make breakable objects. But dirt? What should I add? A dirt pile?

r/IndieDev
7/9/2025

Content Summary

A game developer seeks advice on implementing 'Dirt' item acquisition mechanics in their 9x9 tile-based game. While stone and wood can be obtained through breakable objects, the challenge lies in creating logical dirt collection methods. The community suggests shovel-based digging mechanics with resource management considerations like non-renewable dig spots, biome-specific acquisition (desert vs rocky areas), and visual indicators for dug areas. Additional proposals include combining mining and crushing mechanics for alternative dirt sources.

Opinion Analysis

Mainstream opinions strongly favor shovel-based digging mechanics with resource management systems. There's consensus on:

  1. Implementing shovel tool as primary method
  2. Using visual indicators (burrow decals) and renewable/non-renewable systems
  3. Biome-specific variations for enhanced gameplay

Controversial aspects include:

  • Whether to allow unlimited digging anywhere vs designated spots
  • Complexity of adding stone-crushing mechanics as alternative
  • Balancing realism vs gameplay simplicity

Notable perspectives:

  • u/EQ1- advocates for biome-dependent complexity
  • u/brawlerstavern emphasizes tile-based simplicity
  • u/Sarue_Dev raises technical implementation challenges

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
No SaaS tools mentionedN/AN/AN/A

USER NEEDS

Pain Points:

  • Difficulty in designing intuitive resource acquisition mechanics for 'Dirt' item
  • Balancing resource scarcity vs. accessibility
  • Implementing non-repetitive digging mechanics

Problems to Solve:

  • Creating logical in-game method to obtain dirt
  • Preventing infinite resource exploitation
  • Maintaining visual consistency after digging

Potential Solutions:

  • Shovel tool with digging mechanics
  • Designated dig spots/soft soil areas
  • Biome-specific acquisition methods (desert vs rocky areas)
  • Resource regeneration cooldowns
  • Crushing stone into dirt for alternative acquisition

GROWTH FACTORS

Effective Strategies:

  • User-driven feature ideation through community feedback
  • Iterative design based on player intuition

Marketing & Acquisition:

  • Leveraging visual appeal (commenters noted cute art style)
  • Intuitive mechanics as selling point

Monetization & Product:

  • Balancing resource scarcity for gameplay depth
  • Biome-specific mechanics enhancing replay value

User Engagement:

  • Community brainstorming for problem solving
  • Acknowledging user contributions in development process