World Destroyer by Move127

Links
- Game: https://tallshrimp.itch.io/world-destroyer
- SOURCE CODE: http://tallshrimpcreations.com/WorldDestroyerScripts.zip
Description:
In World Destroyer, you play as Winston, a crazy guy who wants to destroy everything on the tiny planets in the Tiny Galaxy.
The game is a platformer/2d shooter based on 2d circular planets with their own gravity.
My Thoughts:
I had hoped to have a really polished simple game this time around. As I got working on it, however, I became worried that if I made the game too simple, then it would only be fun for a couple minutes. I wanted something that could be fun for more time. Unfortunately, this made polishing the game very difficult. Not to mention that this is my first time doing an action game, and I underestimated the difficulty of balancing the physics. As such, there are some problems with collisions, and the jump upgrade may make the player jump too high. I would have also liked to add in animations for the inanimate objects in the game.
Future Plans:
- Animations for the inanimate objects
- Polishing the physics
- Adding tons of levels
Screenshots:



Ratings
| Overall | 329th | 3.175⭐ | 42🧑⚖️ |
| Fun | 178th | 3.41⭐ | 41🧑⚖️ |
| Innovation | 205th | 3.325⭐ | 42🧑⚖️ |
| Theme | 93th | 3.875⭐ | 42🧑⚖️ |
| Graphics | 438th | 2.675⭐ | 42🧑⚖️ |
| Audio | 308th | 2.727⭐ | 35🧑⚖️ |
| Humor | 196th | 2.848⭐ | 35🧑⚖️ |
| Mood | 399th | 2.75⭐ | 38🧑⚖️ |
| Given | 46🗳️ | 81🗨️ |
Thanks!
In one of the levels the goal is to fly around the planet. On the rest, I don't want that to happen, but it should still be possible to complete the level by thinking outside the box. That other bug has been pissing me off since I started making the game, but I'm new to Physics in Unity and couldn't fix it in a timely manner.
You've made a very interesting game, simple, yet comple enough to keep playing. I'd love to see a more fleshed-out version, it could really hit off.
Cheers, and thanks for your feedback you left for my game!
Some problem I have is with the bomb randomly rolling, it's almost impossible to get it where I wanted, especially during panic rush it's quite frustrating.
The physics was a bit buggy but playable, and the idea was delivered well. I'm truly humbled by the sheer amount of contents that you created in just 48 hours.
Overall was a good game with cool idea, but the bugs need to be fixed and probably on a smaller embed size (my laptop screen wasn't large enough to see the whole game)
It pretty hard to get used to the mechanics, but it's a great game after you do.
I'd definitely polish this.
When I was first brainstorming for the compo, I wanted to have something similar to this with the tiny world, but I realized that I had no idea how to do it! Nice work.
edit - couldn't resist going back for some more, those later levels get really crazy (in a good way). Only gave up when the physics bugs trapped me in the floor damnit. Cool music also, just maybe put it on continuous loop though instead of restarting at each level, hearing the same one second when you keep dying is not fun. Loved it
Other than that, well done! It's a fun little platformer. I liked when I tried spamming the gun to easily kill all enemies - and then realized that the bullets also kill my character. :D
The levels are challenging and rewarding when passed. Congratulations on making a fun game and thanks for sharing!
P.S. here you have have some :unicorn: :unicorn: :unicorn:
with hard mechanics. The physics are a bit weird but that just increase the difficult :
) I like how you need to destroy everything on the planet to finish the level. And to be shot by your own bullet is just ridiculous :laughing: I think the sprites are good but the planets needs a makeover.
Summary it's a good entry for the LD!
Keep it up!
My main concern is a lot of frustration with the game - most of this comes with control problems and glitches, but some of it comes from unfair level design.
Part of the problem with the controls is due to the basic game design - the arrows control angular direction, which is basically the only option, but I often found myself using the spacial direction I wanted to go, which happened to be the wrong way. Perhaps this could be fixed by keeping the player still at the top of the screen, and having the world rotate...?
The other problem was that jumping did not seem to respond correctly - the first level with the jump boost I lost several times because I went up against the wall, and tried to jump, and couldn't maneuver past the wall, even while in air.
There were also several glitches. I got stuck in walls multiple times. One time an enemy started flying where I couldn't shoot it. In all cases I had to restart the level, which often meant re-doing difficult things for no reason - in a game with difficulty like this one, restarting better be due to player error and not due to the game being broken - because otherwise it's simply not fun to play.
Finally, although I think most of the difficult is at an acceptable level, the cyclops spawners level is, I think, simply unfair - for me it might well be impossible, as I can seriously see no way to beat it.
If some of these issues were fixed, I believe I would enjoy this game several times better.
Thanks again for checking out my game Sling Ship:
https://ldjam.com/events/ludum-dare/38/sling-ship-search-for-a-small-world
Cheers!
Edit: Wasn't full screen couldn't see dialogue. Very fun too, the bullets orbiting is genius.
I personally avoided making a physics engine like this, but you've done a pretty good job getting it to work fairly well!
That said, don't even think about sending Winston to our small planet. He's not welcome.
I totally see what you mean with trying to make a polished game. We went for the polished look on ours but it ended up lacking content which, as you said, you were afraid of.
About your game. I'm really impressed of how many different levels you managed to make. It was a really fun play. Although, as you said, it's not that polished. BUT, I would love for you to develop this game further because I think this is an original and a great idea for a game.
Also, thanks for your feedback on [Infecteria](https://ldjam.com/events/ludum-dare/38/infecteria)! Yes, we will be adding a story mode were you infect different organs and such.
// Rasmus (one half of [LiquidBrain](https://ldjam.com/users/liquidbrain/))
Graphics are simple but good and the sounds are effective. Thanks for playing my game and commented it by the way.
See ya' :)
Also, thanks for playing our game! If you have a free moment I hope you'll revisit to give us a score!
Thanks!
Rob
I like the mechanics, and difficulty level.
As for post-compo version you should focus on adding more animations and polishing graphics.
Also adding few more UI elements would definitely increase game's readability.
I'm looking forward to see polished version.
The audio is repetitive but it doesn't get annoying.
Well done on this.
Overall, good job!
https://www.youtube.com/watch?v=15RvXBjxVuU&feature=youtu.be
What you created was fun to play anyway. I got to level 13 and appreciated that you added trophies. That hive on the pedestal really tested my patience until I had to give up. It felt unfair, because there was no indication about when there would be an enemy coming out of the hive, so it was more a matter of luck. What didn't help was that the keyboard layout wasn't at all pleasant to use. I prefer my keys next to each other, not all over the place. You could have gotten rid of the beam-me-up key, as that didn't add much to the game, but required the player to keep track of another key.
What I really liked was that the game reset you instantly (like Super Meat Boy and Hotline Miami do). For games where it's all about quick reflexes, that's great way of keeping the player motivated. Another are special effects like screenshake, which would have worked great with your entry.
All in all it's a solid entry with a very good premise, which I think deserves a second approach *revolving* (hurr hurr) around the theme of "don't shoot yourself in the foot".
In fullscreen it seems that the instructions text gets cut off at the top of the screen.
My overall recommendation next time would probably be to try and get the hang of doing more detailed objects and repeatable textures calmly, because otherwise the mechanics were pretty fun and it kept me engaged for a little while trying to finish each little puzzle without accidentally killing myself.