Wirm by bar0net

[raw]
made by bar0net for Ludum Dare 45 (COMPO)

cover

Wirm is a platformer where you control a worm with groucho glasses. Wirm, the worm, starts with nothing and will have to acquire precious items to gain new abilities.

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Made in 48-hours from the Ludum Dare Compo by Jordi Tudela Alcacer using: - Unity 2019.2.8f1 Personal - Photoshop - Audition - Bosca Ceoil

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Directions

  • The levels are meant to be played sequentially. As you advance you will unlock new abilities.

Controls

General - [A] / [D]: Move Left / Right - [C]: Submit (for the dialog boxes)

Unlockables: - [W]: Go through doors to get to the next level (Level 1) - [Space]: Jump (Level 2) - [Hold & Release Mouse1]: Dash towards [Mouse Pointer]

Jump/dash recharges when you land. You can use a jump while falling

Quality of Life: - [N]: Next Level - [Esc]: Main Menu

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SCREENSHOTS

screenshot1.png

screenshot2.png

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COMMENTS

  • The first level is meant to be all black until you get the item (use the particles as an indicator)
  • The dash is a last minute addition and it is nos as polished as it shoud be (but the chaotic behaviour is fun, maybe?)
    • Also, there is no icon for the item (red wig) and a white square & circle are used as placeholders

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Changelog

[2019.10.09] Level_02 was not included in the build and the player could not advance. Level_02 included in the build (the level was already done, just forgot to added the scene in the build settings)

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Contact

twitter.com/bar0net

Ratings

Overall 417th 3⭐ 24🧑‍⚖️
Fun 345th 3⭐ 24🧑‍⚖️
Innovation 471th 2.409⭐ 24🧑‍⚖️
Theme 354th 3.068⭐ 24🧑‍⚖️
Graphics 370th 2.909⭐ 24🧑‍⚖️
Audio 312th 2.725⭐ 22🧑‍⚖️
Humor 141th 3.023⭐ 24🧑‍⚖️
Mood 419th 2.682⭐ 24🧑‍⚖️
Given 5🗳️ 6🗨️

Feedback

HumphreysMedia
07. Oct 2019 · 20:38 UTC
Cute animations, love the idea of gaining abilities as you progress, however my 'N' and 'W' button wasn't registering in the game so I wasn't able o progress through the rest of the game. Worm has some sassy character!
🎤 bar0net
09. Oct 2019 · 00:50 UTC
@humphreysmedia it turns out that I forgot to include the second level in the build... Thank you for your feedback!
Maryana
09. Oct 2019 · 01:48 UTC
Of course I didn't read the instructions so was initially confused by the darkness/wormholes (that's what they were, right??) – but then when I got my glasses, I got it ;) Very cute worm! I'm terrible at jumping puzzles so didn't progress beyond level 2, but it was fun to play. (Also, are the lasers supposed to hurt you? I walked into them a few times and nothing happened.) Clever application of the theme and nice work!
dry-squid
09. Oct 2019 · 01:52 UTC
10/10 on gameplay and art. I would totally worm again in your game. Idk what is about being a worm that makes me feel like i'm in my own skinz
slagathor
09. Oct 2019 · 01:53 UTC
I enjoyed the animation of the character and think you did a good job with the level design. I like the idea of finding equipment that adds capabilities for the character, it would be nice to see more of those!
mharring
09. Oct 2019 · 01:53 UTC
Neat concept! Progressively gaining abilities is a nice use of the theme. The platforming felt a little clunky, partially due to too little gravity and not being able to jump through platforms vertically. Some of the UI was hard to read as well (i.e. yellow text on a light brown background). Great sense of humor though - well done!
Marchmain
09. Oct 2019 · 01:54 UTC
I love those Groucho glasses! Level 3 was really hard, and level 4 is unbeatable? Or am I missing something?
🎤 bar0net
09. Oct 2019 · 06:04 UTC
@maryana turrets should fire at you when you cross a laser.

@dry-squid thank you for playing!

@slagathor I usually leaved the level design for the last stretch, but this time I tried to find various ways of using the jump ability to clear a level (I had to rush the dash levels though). Thank you for your feedback!

@mharring it's a little floaty and a little slow, I could have tuned that better but I realized that at the end and it was kind of risky to play with those settings and maybe making some levels unclearable. Thank you for playing the game!

@marchmain Level 3 is about finding spots in your climb where the laser can't reach you and timing the jumps, but maybe it's too tight. The mechanic for level 4 is about jumping while falling down (I'll admit it is unclear that the jumping ability recharges when you land but you can actually use it while not grounded. I should have written a hint or something when you pick up the boots. I'll add it to the description). Thank you for your feedback!
ThePelranthean
11. Oct 2019 · 23:07 UTC
As the others have said, nice concept, solid gameplay, good art. Well done!

For some reason, Level 6 wasn't letting me jump or use the boost, even after I picked it up. Other than that, all the levels worked fine. The platforming mechanics were solid enough that it was clear my many deaths were my fault, not the fault of buggy code.

It would have been interesting to introduce the spikes in the last level into a few different levels. I feel there might be some unexplored puzzle potential in the spikes. But then, time limits are everything in a game jam, so I understand why there aren't more levels.

Again well done, and thanks for sharing your game.
silkworm_sweatshop
16. Oct 2019 · 19:20 UTC
Cute! I like the look of the worm. I could dash in level 4 but not in level 6 (couldn't jump either)? Pixelart looks pretty good although I'm less of a fan of blending it with the other art styles like the shoes and the text boxes. I like the quirky music but I would've liked some sound effects as well. Although the dash is pretty wonky it was probably the most fun mechanic.
kantieno
29. Oct 2019 · 12:54 UTC
This entry was enjoyable! The character is nice and I think the music was appropriately "wormy". I also ran into some issues with the sixth level not working for me (no dash at all) but it was still an enjoyable time!
Nobongo
29. Oct 2019 · 17:48 UTC
I loved the little groucho worm! Cute little guy who had to dodge some pretty unique enemies that I preferred to the stereotypical walk around and kill you on hit type of enemies. Nice job! If you change anything about the game in the future, I would say a dash indicator is the way to go, I wasn't sure whether I was about to blast off into space or just do a little hope. Best of luck getting all the ratings you need!
Rhoka
29. Oct 2019 · 19:05 UTC
Cute little entry! Overall all pretty well done for what it is. The only thing I found a bit off was that the screen shake when turrets hit a wall felt a bit weird. It looked more like the game was glitching. Other than that good job :)