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A jam submission

Walled WorldsView game page

A short stroll through the unexpected.
Submitted by Lyrabird — 6 hours, 37 minutes before the deadline
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Walled Worlds's itch.io page

Results

CriteriaRankScore*Raw Score
Judge's Choice#1n/an/a
Overall#64.5224.522
Presentation#114.7834.783
Originality#134.6524.652
Gameplay#314.1304.130

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Skinner Box Walking Sim lol. I enjoyed it a lot, makes a very strong first impression.

What do you like about your game?
It taught me a lot about everything that goes into making a video game!

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Comments

Submitted

this really blew my mind, and it’s now my #1 favorite walking sim of all time.

Submitted

Oh. My. God. There are so many great ideas in this. Please keep making games!!!!

Submitted

Wow very nice!  I had a fun time exploring!

Submitted(+1)

Ok this game instantly became my favourite out of all the ones I've played. It's just so impressive and aberrated, I would love to know how you made some of the effects. I also admire the PS1 style you went for, it adds a layer of unexpected and mysterious, probably because low poly style makes for a very abstract representation of things, leaving it all for your own thought. Finally the audio reverb is the cherry on top. 10/10, underrated as fuck.

Developer(+1)

thanks so much, glad you liked it!

is there any particular effect you wanna know more about? i can say 90% of them are just some form of look-away trigger and/or seamless teleport haha

Submitted(+1)

Well the first one looks very good, did you just make the player character smaller? Also how did you render big rooms one after another? did you despawn them whenever you walk away from them?

Developer(+1)

the first one is just a regular player-sized hole in the wall's collision, followed by a seamless teleport into an identical but 10x scaled up version of the same level haha (told you it's all seamless teleports!)

the hallway was really the only complicated part programming wise, but it's just cut up into pieces that're added and removed on demand just out of view, with each piece having 2 doors that spawn a random room when opened. there's nothing behind any of the doors until the moment you  open them, and as soon as a hallway piece is out of view it and its attached rooms get removed from the world, but saved in memory so you can return to it and it'll be in the same state and place as it was when you left it.
the way they can occupy the same physical space without clipping into eachother is because of a silly convoluted and probably abysmally slow shader i wrote, which just discards any pixel that isn't covered by an imaginary rectangle  placed inside that room's doorway (hope that makes sense). also, only the room you're currently inside actually has its collision enabled, so that solves the problem of bumping into invisible objects from other rooms.

if you're curious and brave enough, the full project files are public, but i'd strongly advise against using it as an actual learning resource since it's a horrific mixture of me never having made a 3d game (or anything more than a simple single-screen prototype) before and obviously this being a game jam so i just hacked everything together as fast as possible.

Submitted

I think I got your explanation, that's interesting, but at the end there are endless ways of implementing features so it's always cool to see something like this being done. Also I'm probably gonna take a look at the source code when I can, thanks for the answer!

Host

this is phenomenal work thank you


really captures the brief moment of time in between when you knock on your extended family's door and when they answer

Developer(+1)

wowie, so glad you like it!

this is now the game's totally intended and only objectively true meaning, thank you

Submitted

30sec in, i was already mindblown, wow.

you absolutely nailed the liminal space style and the visuals are brilliant.

flawless game

Submitted

Hey, I love the way this game looks, really gives me a ps1 vibe, a bit like LSD: Dream Emulator (particularly with the visible pixels of the forest and skybox). I was pointed towards this game by someone who said my game felt similar to yours, and I agree that you’ve gone for a similar, abberant experience of wandering weird worlds (although I think your game is a lot more visually appealing). I think you’ve nailed it too; the very start of the game was a real “wtf just happened” moment (kinda similar to when I first played Superliminal actually), and from then on exploring each unique world was a lot of fun too :).

I’d love to know what some of your influences were, more to see if we’ve shared any (and if not to pick up a few new game recommendations; I’m always looking for weird experiences like this). Overall, I think you did really well, especially for a first finished project; well done!

Developer(+1)

i can definitely see the similarities between our games! the constant sense of unease and not knowing what's gonna happen next your game invoked is exactly what i was aiming for with mine, so that's really cool to see.

as for influences, as another comment made me aware of there's quite heavy inspiration taken from cement mixer simulator 2003, as well as the creator's other creation hendecad. those are the main 'standalone' walking sims i recall playing, but mostly i've watched and played a lot of weird garry's mod maps and vrchat worlds, a lot of which can have similar dream-like vibes, especially if you just take some time to sift through a bunch of random ones just to see where it takes you. also, if you're looking for dream-like vibes then there's no better place to look than actual dreams you may have had.

thanks for the kind words though! glad you like the crusty visuals, and any comparison to superliminal is high praise in my book.

Submitted (1 edit)

I enjoyed the smooth transitions and immersive light effects. It was really cool.

The 3D models and the crunchy pixelated visuals were well-crafted and concise.

(Thank you for making this available on Linux :))

Developer(+1)

glad you enjoyed it!

the whole thing was developed on linux, and i only even tested the windows build through wine, so it only made sense haha

shiver me timbers

me like

Submitted

I can always appreciate a well-put together walking simulator. Especially by a creator who I assume is inspired by Cement Mixer Simulator 2003. Nice game dude.

Developer

oh wow. during the creation i can't say i was thinking of any one particular game or piece of media (just a hodgepodge of all the different walking sims and wacky gmod maps i've seen and played), but i've played cement mixer simulator 2003 in the past and looking back at it now, subconsciously a lot of ideas and visuals from that game definitely made their way into mine. especially the hallway and panopticon looking area look very similar to an area from cms03. the panopticon was inspired by what i thought was dream i had, but now i'm not sure if that dream took imagery from cms03, or if that "dream" was cms03 haha.

either way, i'm glad you enjoyed my creation!

This is so well made!

Developer

thanks, glad you liked it!

Submitted

Bro I just had the weirdest dream.. I took a stroll in the forest and found this weird hut. I couldn't enter the hut, so I peaked through a hole to see what's inside, and I found myself in a hotel. This hotel had millions of rooms and they all led to crazy locations..

But seriously. This game is awesome! I love that it's not just a basic gamified game, it's more like an experience, where the reward is exploration. I love this so much.

Submitted

This game is seriously top notch. I was HOOKED! Such an amazing experience.

Submitted

That's an experience and a half! A very strong contender for the win. This game is great. The level design, the sound design, the atmosphere - everything is superb!

Developer(+1)

thanks, that's high praise! i'm relieved to hear you like the sound design. it's an area i had absolutely 0 experience in and i kinda forgot it was a thing until the last few days so it's all quite rushed and i wasn't sure if people would like it.