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A jam submission

Worlds BetweenView game page

Liminal space exploration horror
Submitted by taylormax — 12 hours, 48 minutes before the deadline
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Worlds Between's itch.io page

Results

CriteriaRankScore*Raw Score
Most Fun#32.8332.833
Most Polished#33.0003.000
Most Creative#43.5003.500
Overall#43.1113.111

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

The alien looking terrain and pretty lighting drew me into playing this game. I didn't get the fun of exploring from the core mechanic because it was difficult to use the grappling hook, jumping over blocks was annoying, and the player controller needs more polish. With the hook, I can never tell when I am in range, and I found the left and right click functionality to be confusing. The few moments where I was swinging fast through caverns or falling into the ocean were exciting. When I was drawn to something in the terrain, it was either a cave, high spot, or a spot that might be fun to swing off of. The visuals are beautiful and simple, which I personally enjoy seeing in video games.

I think a jet pack or super jump ability would be cool. Portals gates would be cool too, maybe they have an emission material that can be seen from the distance. They could be color coded. Perhaps the player can place down portals. What if giant flying whales wondered the space and you ride them. More gadgets would be cool because that would help me role play as an agent. Maybe a x-ray machine that can help me see hidden objects or caves. Check out the gadgets that ghost investigators use. What about a long range zip-line gun?? That would be fun to zip across large valleys and save time.

Developer(+1)

Thanks for playing! I wholeheartedly agree about the movement feeling clunky. You can definitely tell that it was the most basic system I could come up with to let the player move around. I especially agree with the hook,since the functionality should be straightforward, but in practice it feels super inconsistent and frustrating. I appreciate the brutal honesty because it doesn't matter how good the tech in a game is if it isn't a good game.

I like that you point out what parts of the gameplay drew you in, like the swinging, falling into water, or heading towards a landmark of some kind. I'll definitely build that up in future versions. More gadgets are definitely a priority, and I like the X-ray idea. A similar item I had in mind was a 3D sonar (inspired by Little Echo!) that could give you hints about the terrain around you. Another idea is a pair of climbing picks that would let you scale steep or concave walls.

TBH it was a little too ambitious to make a fun demo in 1.5 months of dev time considering I didn't have a specific gameplay loop in mind

here are the negatives:

 There was not much I could do in this game except walk around. I found the walk speed to be slow and that took me out of wanting to progress further. Also, when I fell into what I assume was highly concentrated chlorine water, my character was slowly dying but I could not jump out of the water. I also found the jump height to be small in value so I could not jump over the large blocks. 

here are the positives:

wow. If your intention was to psychologically disturb me, you have succeeded. The sound design in this game would make for a great experience if you were to play it with headphones, especially if you can hear apparitions in the distance and they lure you in. I did not see any ghosts. Was I suppose to? I also liked the kitty cat watch but I was not sure how I toggled that on. 

I hope to see more of this in the future. 

Developer (1 edit)

Thanks for playing! The controls are included in the zip file: it's Q to view your vitals. I'm not sure if you used it, but the grappling hook (left/right click) makes it much faster to get around, and you can Sprint (shift) to increase your movement speed.

The monsters are not included in the Awards version of this game, as they were added after the submission deadline. After the 15th, I will upload that build here!

Thanks for your feedback on the movement, especially when in the water; seems like that's something I need to improve on!

Also if I may ask, was the frame rate / render distance good? I would love to know how the performance stacks up on other people's computers.