World of My Own by kantieno
World of My Own is a procedural-generated dungeon explorer. Gather resources to repair the portals to all of the worlds.
It follows the adventure of a man who lives all alone on a tiny world. In order to get materials to survive he must travel through portals to plunder other tiny worlds for there resources.
WASD- Move Mouse- Shoot M-Mute
You must stand on a closed portal to see what materials are required to activate them.
The Game: http://www.stencyl.com/game/play/36672
Source Code: https://drive.google.com/open?id=0B4uvN-gdOt-yX1ozZDhkb2xkdk0 
4/30/2017- Fixed bug where cursor was not visible on some levels
Ratings
| Overall | 225th | 3.424⭐ | 35🧑⚖️ |
| Fun | 92th | 3.688⭐ | 34🧑⚖️ |
| Innovation | 424th | 2.656⭐ | 34🧑⚖️ |
| Theme | 376th | 3.094⭐ | 34🧑⚖️ |
| Graphics | 333th | 3⭐ | 34🧑⚖️ |
| Audio | 272th | 2.875⭐ | 34🧑⚖️ |
| Mood | 263th | 3.129⭐ | 33🧑⚖️ |
| Given | 37🗳️ | 53🗨️ |
As it is, this is something that you can build upon, it's a nice base. So hope you keep working on this.
The map was nice, it would have been neat to see already-visited cells marked somehow although I still had no issues finding my way around. I liked the paths marking where to go so I wasn't lost. I think it would have been interesting to see walls or some other puzzle design within each cell to make things harder--it wasn't until the second to last world that I found it more difficult, but that's probably perfectly fine for a LD game.
As far as the theming goes, it would have been interesting to understand more about why I was in this world trying to collect things, communicated through art or level design or something. I think the "fun" is there but maybe trying to explain why the player is doing what they're doing. Even though I have a sword, I shoot bullets and I can also collect rocks and wood--it works but also feels a bit strange. Maybe having melee combat would fit better and some downside to using it--right now I can shoot without any repercussions. I remember listening to a GDC talk by the guys who did Nuclear Throne and they said, "If the player has no reason not to shoot, they should always be shooting," which felt true here. Either there should be a consequence to shooting or I should always shoot.
Overall this was a solid entry. I think finding what about the world or mechanics make it unique will make it more interesting to people, e.g. I really liked buying things to help me progress, but what else could be unique to your game?
Great job, I had fun playing and look forward to seeing this in action someday.
If your planing on expanding this game here are some things you might consider when working on it:
- Graphics: Give more feedback to the player. Flashing enemies on a jam game is acceptable but animations and stager states is an interesting idea to consider if you plan on expanding the game further.
Also, better visual effects such as screen shakes and hit particles will make your player more aware of what is going on and enhance their experience.
- Audio: While simple loops and basic sound effects cut for this game in this version, consider making music more of a priority when working in this title in the future. Better sound effects for hits and gunshots, enemy specific death screeches and footsteps and other small touches will enhance the player experience from "Ok, I guess..." to "This game, dude, THIS GAME IS AMAZING!!!"
- Aesthetics: I know this is something dificult to judge, but hear me out for a sec, ok? There are many things you can make to expand on the concept, but I'm here to talk about what can be improved right now. First, your dungeons need some uplifting, like, literally building walls on then. I always had the sensation that if I was been locked in a room, I needed to see the walls of that room and a door from where I came from. I'm pretty sure you will want that too, and been some thing to be worked on the room generator might be scary, but it will reap the benefits of it when you see the results. Diferent graphics an animations for the bosses and grunts is the other main point.
Other than that, congratulations on having finished your game in this jam. On the lookout for the evolution of this project.
@fil089 Definitely want to polish this game up nicely, I think I will try getting a little bit more of a concrete story/goal of the game in place and then focus on polishing the existing structure to what I can make of it.
Thanks for the feedback!
congrats to this entry! The music was fitting, other sounds were somewhat disturbing. The level transitions seemed somewhat buggy sometimes, making me run around the screen edges like a madman. The gameplay is simplistic and fun, could have used more variety though.
What I could say is that the game miss a lot of "juice", like other said, flashing enemies, more dynanism etc...
Always impressive to see what people can come up with! It's a lot of content for a so short period of time, good job!
Movement often locks into one direction and gets unresponsive and especially when some of the slime are on the screen, everything is really laggy and I can't really control anything.
But a roguelike dungeon generator with simple pixel graphics and a certain mood given through the music :) I like what I have seen so far.
**Graphics:** While serviceable I felt like everything was a bit too static. Hitting enemies didn't really feel like hitting enemies and moving felt like moving around a paperweight.
The trees are a good example of how the rest of the game should feel. They respond to being hit quite well and give you a lot of feedback.
**Audio:** The music gets a bit annoying after a while and the sound effects are quite bad honestly. A lot of them feel like they're missing (for example when you enter a world there's just silence). The worst part for me is that the shooting sound is really off. Would make the game a lot more enjoyable if these were better.
**Gameplay:** For this you earn full points from me. There's actually a good amount of content in here and it didn't get boring at all. Your systems are thought out well enough, and while I think you should definitely display damage numbers, since you can't really see any difference when you buy new weapons, the overall gameplay worked very well.
Really good job. Would love to see this get worked on past the jam.
There are many content, good job for a compo game !
Graphics are basics but I like them ^^ Simple and effective ! (It would be better with more animations I think.)
This game was fantastic, the one that captured me the most up to now: I played it for twenty minutes, had to force myself to stop so I could come here and comment and proceed to vote on other games. But be sure that I'll come back and try to finish it.
There is still a lot to polish, though: there is a lack on visual feedbacks, and a bit more variety on the rooms. Also, it lacks a story - what are those worlds, why is the main character there? Why those things attack him?
And yes, the graphics deserves a whole overhaul.
It feels really complete, and for a LD entry it's pretty rare, especially for a compo!
It may lack of polish (just a bit, the menu/level selection is perfect <3), but that's absolutely not a problem!
Congratulations for this great entry! :)

I really like the concept that you were able to upgrade your weapons and discover new little worlds.
It could have had more variety for the enemies between the different worlds and more visual effects like the bouncing tree but for that short amount of time you did a good job!
That was really enjoyable. I really liked the procedurally generated levels. That's something I've never experimented with but want to. You pulled it off well. I also liked the progression with difficulty and added life/damage. That worked well - I never felt like I was super over/under powered.
I did run into a bug someone else mentioned - sometimes the controls would lock with me walking in one direction - lost to a few bosses because of that.
The bosses also felt just a touch bland visually. (Any chance that was one of the last things before you hit the deadline? :)) Even a simple color change for each stage would've made it a bit better. I did notice the later ones were harder (that last one took me a few tries!) that was only a comment on appearance.
Overall though this rocked. Definitely one of the more fun games I've played through so far. Well done!
At first, though, I thought the paths were rock formations - so I was wondering why I couldn't go to the next map. Music did get a little repetitive after a while, but that's to be expected for LD games.
Overall, I think you did a great job. And there is more content in there than I first realized. Keep it up!
The content does a lot to keep you playing. Some of the spawns for enemies are a little too close to the entry point of the map segment.
Nice entry.
* I'm gonna start off by saying that I loved this game!
* The resource gathering aspect allowed for the game to constantly stay interesting.
* The random formation of the map was great! I liked how each room was randomly designed, but having all of the rooms randomly linked together made each world interesting.
* The enemy design was great! There weren't many unique designs, but I never saw myself getting bored of them.
* I liked the player upgrades. I constantly had a goal to try and reach.
* The music was really good!
* The art fit the game well.
* I liked the resource variety. There weren't too many to get confusing, but not too little!
* The difficulty level was just about perfect. Great job not making it too hard, as some games do.
****Minor Nitpicks:****
* For some reason, I expected upgrades to glow when I was able to buy them. That would have been nice, but not necessary.
* Having resource counts in the top left corner, similar to money, would have been nice.
* It would have been nice to have 5 completely different bosses, but not necessary. After all, you only had 48 hours.
****Amazing job and thanks!****
The music was pretty good for the game, but I would have liked at least some game sounds, even if it's just a blip here and there when shooting or hitting or getting hit.
It was fun!