
Drill Deal is a unique simulator in a fun style that will draw you for hours. It's a building simulator like never before. Feel the thrill of a drill hitting underwater oil fields. Sell the precious substance and make your oil rig more efficient.
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Languages: English**languages with full audio support
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Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alpha seems pretty solid. At about 4.8 hours, the pathing for the workers when crazy. Poor guys standing right next to a canteen couldn't find the entrance and got mad at me, some tried to walk off the edge of the platform, a few couldn't find a resting place, despite numerous housing buildings available. [edit] 12 hours: The game still is running well. I had one crash where some buttons could not be pushed, but it went away with continued play. Employees still get trapped periodically. I've tried different ways to free them up (destroying the building, changing jobs, etc), but firing seems to be the only effective solution (why is it always a level 4 driller? ~sad face~). Bridges can't be deleted, which is an inconvenience. I find the game relaxing. It isn't very challenging yet, but in time I can see different maps getting more and more difficult as they are added. Prices for new contracts seems a bit low. A player might pay 1600 to unlock it, but will earn back an infinite amount. Perhaps contracts should be renegotiated after X number of sales. [edit] 17 hours: I had more instances where close and click buttons didn't work. Escape always works, but can it be frustrating when it is a quick contract and you can't pick it. Minor issue overall though. My biggest challenge came when workshop employees would go on strike and stop repairing equipment. I was forced to delete the broken equipment and replace them, but the workshop employees remained on strike. I tried putting the workshop in the middle, and the equipment surrounded the workshop. But still no go. I tried building housing, canteen, and cinema right next to the workshop in an attempt to bribe them, but still no go. I'll post a screenshot for giggles. Still having fun. Alpha is worth the price.
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
as stated in other reviews, this is just a demo, its not an alpha, and it abuses steam's store by saying it is an alpha when it is not
[h1] Review[/h1][hr] A very nice game with voxel graphics. Interesting gameplay and quite extensive possibilities for such a small project. The perfect springboard from heavier titles for long hours. [h1] Summary[/h1][hr] [h2] Advantages[/h2] [list] [*]an interesting model for the development of the economy of an oil rig [*]simple game mechanics [*]funny game convention [/list] [h2] Disdvantages[/h2] [list] [*]available only one board during alpha [*]fast and harrasing pirate attacks [/list]
Salty garbage. There is nothing going on here, its just generic mobile phone level grinding to get stuff to grind more with. Annoying people juggling because they just plug into a job socket and if you want them to do something else and you do because you have 20 jobs and 3 guys, at least to start with but even if you consider you will have more later its just binary do you have the guy or dont you? There is no element of do i have the right amount of guys with the right skill sets working with the correct priorities? Yay a tech tree and upgrading levels of buildings.. Yawn. When you people going to learn that all that stuff is boring mindless garbage, that is not how you make a good game and yes i know thats what the people who cant do so they teach told you at school in the lesson after they told you that what game players really want is a game which requires no input what so ever, just turn it on, let it run and check back later to see if you have completed it or not. If you want to make a good game stop copying other peoples work incorrectly and create something from you heart. This was quite obviously strenuously forced out of another place.
Really enjoyed the alpha. Main features I enjoyed were: - Realistic production facilities and products manufactured (in terms of the items themselves, not the graphics of course) - Art style and scenario events (e.g. pirate attack) makes a potentially complex simulator into a fun and easy to grasp management game - Can continue playing past completion of the main objective to try and fulfill secondary objectives - Great water graphics and sound effects My thoughts for the developer based after having spent the time to get 3 stars on the alpha scenario: - Would be useful to have a way of checking if a contract can be met or not after it was accepted, to avoid accidentally jeopardising a contract due to a quick deal. Currently you get a red exclamation mark when you try to sell too much, but it would be useful to know if clicking on a quick deal, based on current production levels, would lead to a contract not being met. - Jack's ships were moving in an extremely annoying and erratic pattern, which made it frustrating aiming at them. - I suggest adding ways for the rig to self-sustain food ingredients (e.g. farming) and building blocks as tech tree upgrades, rather than relying on external shipments throughout the game. - It should be easier to quickly look at buildings that are not fully manned. Currently, only those with no one on both day and night shift are highlighted, but it would be more useful, to improve efficiency, if the game somehow highlighted buildings that had only a day shift guy, or only a night shift guy, rather than having to look through all the buildings myself. - I couldn't figure out how to build a new platform (not sure if that's part of the alpha or not but I got a pop-up saying that I could). Looking forward to the finished product which I'm most likely going to buy based on the fun I had playing the alpha.
Finely crafted but traditional. It was really fun to jump in and explore the mechanics, but I would be concerned about mid-late game, production chains are interesting but only to a point. I don't see any fun feedback to represent the state of your production.
⠀
Meh, obvious abandoned title.
If you like management games, this is fairly fun for what is unlocked in the Alpha so far. Constructive suggestions: Add an icon in the Employee Hiring section to indicate an open spot available including replacements for better stats. This would be a nice addition if you need to fire Clint Westwood and replace him with a better worker. Having one button Hire, Assign, and Fire old worker would be nice. Bug: I ran into a situation where my workers got stuck on the end of the Cinema and wouldn't report to their stations until they quit the job! I had around 37 employees at the time.
Tudo sobre: Drill Deal: Borehole (Alpha) - "Uma boa tentativa de copiar o trabalho da Petrobras. Só que não." (Valxb21) recomendo. **Parte Educacional:** - Embora Drill Deal: Borehole (Alpha) não tenha a intenção principal de ser educativo, ele pode ensinar algumas habilidades úteis, como coordenação motora e tomada de decisões rápidas. A necessidade de ajustar a velocidade da broca para evitar obstáculos e coletar recursos pode ajudar no desenvolvimento dessas habilidades. - Além disso, o jogo também pode fornecer uma introdução básica ao conceito de mineração, mostrando como os recursos são coletados no subsolo e como a profundidade pode afetar a disponibilidade desses recursos. - No entanto, é importante ressaltar que, como qualquer jogo, Drill Deal: Borehole (Alpha) deve ser visto principalmente como uma forma de entretenimento, e não como uma ferramenta educativa formal. **História:** - Bem, vamos encarar a realidade: Drill Deal: Borehole (Alpha) não é exatamente um épico de narrativa. Na verdade, a história é mais fina que papel de cigarro. Você é um mineiro, e sua missão é... cavar! Não espere reviravoltas ou diálogos profundos aqui. **Jogabilidade:** - A jogabilidade é simples, mas viciante. Você controla uma broca e precisa cavar o mais fundo possível, coletando recursos pelo caminho. É como um jogo de Flappy Bird, mas subterrâneo. Fácil de entender, difícil de dominar. **Conquistas:** - As conquistas são o ponto alto do jogo. Elas vão desde "Cave até o centro da Terra" até "Colete 100 diamantes em uma única corrida". Dão aquela sensação de progresso e incentivam a jogar mais e mais. **Bugs:** - Bem, como é uma versão Alpha, bugs são meio que parte do pacote. Às vezes a broca simplesmente decide que não quer mais cavar, ou você fica preso nas paredes como se estivesse em um filme de terror. Mas, ei, faz parte da diversão, certo? **Gráficos:** - Os gráficos são simples, mas funcionais. Não espere uma obra de arte visual aqui, mas os elementos são distintos o suficiente para você saber o que está acontecendo. Afinal, quem precisa de ultra-realismo quando está cavando buracos? **Trilha Sonora:** - A trilha sonora é animada e energética, o que combina perfeitamente com a vibe de cavar sem parar. Não é nada que você vai querer ouvir fora do jogo, mas dentro dele, faz todo o sentido. **Tutorial:** - Sim, há um tutorial, e é bem feito. Te dá as informações básicas de que você precisa para começar a cavar sem se sentir perdido. **Legendas em Português:** - Infelizmente, ainda não tem legendas em português. Mas sério, quem precisa de palavras quando você está apenas cavando, certo? **Nota:** - Levando em conta a diversão viciante, a simplicidade cativante e os bugs divertidos, eu daria a Drill Deal: Borehole (Alpha) um sólido 7/10. É o tipo de jogo que você pode pegar rapidamente para uma sessão rápida de diversão. **Crítica:** - Minha principal crítica seria a falta de variedade. Depois de algumas horas, a experiência começa a ficar um pouco repetitiva. Seria legal ver mais elementos sendo introduzidos ao longo do jogo para manter as coisas frescas.
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Audience
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