Wirm by bar0net

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


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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
| Youtube | https://github.com/bar0net/LudumDare45 |
| Youtube | http://jorditudela.net/ludumdare/ld45/index.html |
| Youtube | https://bar0net.itch.io/wirm |
| Original URL | https://ldjam.com/events/ludum-dare/45/wirm |
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🗨️ |
@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!
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.