Goosebumps! Game is so hard. Thats birds realy scary me... 10/10! Shift for roll its a bad idea. Many warning (Sticky Keys)
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Maggot's Life's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #2 | 4.909 | 4.909 |
Theme | #17 | 4.273 | 4.273 |
Music | #27 | 4.000 | 4.000 |
Story | #31 | 3.909 | 3.909 |
Sound | #34 | 3.818 | 3.818 |
Fun | #272 | 3.273 | 3.273 |
Mechanics | #470 | 2.636 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Music by Eitan Epstein, Pterodactyl SFX by Dinodilopho, Crawling SFX by tosha_73
Link to your source?
https://github.com/BlackBoarSoftware/A-Maggots-Life
Comments
What an amazing looking game, the art is fantastic. Love the music and sound effects! I couldn't find the second food to eat, and couldn't get past that part, but I am guessing it might have been on the other side, I just couldn't get my maggot over there. The animations were spot on, and the concept fit the theme perfectly 10/10!
I've updated the game to V1.1.
I recommend you play that version instead. It is still very faithful to the original submission. The only difference is that there is now an on-screen reference to the controls, since a common issue was for players to end up flipped upside down, unaware of the "reset position key (R)".
First of all, the art and the sound effects were absolutely on point. The creepy squelching's and the fact the sound effect was timed to your movement was ewwwwww but perfect
lack of any checkpoints was a bit frustrating, as I was dying ALOT, but overall, nice and solid!
Right. I implemented a reset key (R) to fix that. It lifts you into the air, orients you correctly and drops you. It is listed on my comment on this page and the game's store page because I didn't want to clutter the game with control displays. I did that, at the time, not knowing how easy it is to miss the game's page if accessed through the jam submission page. I've taken note of the feedback from several of you and I intend to include a reference for the controls in-game on my next update. Thank you.
WoW. I love your art style and game atmosphere. It was so good.
I also love the mechanique where if you roll and jump you kinda fly.. I dont know if it was a bug, but if it is make it oficial haha super fun. Congratz on your game.
If you have the time plase play my game and leave your honest feedback :)
Thank you. The dashing and flying was not a bug per-se, but more of an unplanned/unexpected behavior that cropped up during development. I realized that, instead of fixing it, playing with that angle and momentum combo made for some satisfying flips and big air times, and realized it could help my game feel less generic, so I decided to keep it and integrate it into the level design. There is a clip on my twitter of the moment when I discovered it while prototyping.
The art and atmosphere is awesome. I struggled a bit with the controls. My computer kept asking if I want to turn on sticky keys, and I was getting flipped upside down which is hard to see visually but prevents the player from jumping. I didn't make it far but I really like the environment!
Since the majority of people access submissions from this page instead of the store page, I'm going to post the controls in this comment. I had posted them on the store page instead of in-game just to keep the game decluttered. Here goes:
WASD or Arrow Keys: Movement
Spacebar: Hop
Shift: Roll
R: Reset position (useful if you end up flipped on your head, or stuck)
Esc: Exit application
the aesthetics are very nice. I encountered some bugs as it wouldn't jump in some platforms but some bugs are to be expected, also I flipped my worm in some occasions and didn't know how to unstuck until I discovered that pressing R resets de worm, overall you did a nice work!
Thanks. I appreciate the feedback but could you clarify this for me: Do you mean that the jump button did nothing on some platforms? or that the jump distance wasn't enough? I ask because I made the game so that the platforming is mostly done through using angles in the terrain, and the roll momentum to fling yourself into the air. My biggest internal debate was to whether tell that to the player explicitly, or let them discover it themselves, so I made the jump purposely weak to hopefully encourage the player to discover the potential of the roll.
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