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A jam submission

Get Out Of This WorldView game page

Rouge-lite game jam where you fight and loot in a maze.
Submitted by Happy Spin Games — 7 hours, 57 minutes before the deadline
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Get Out Of This World's itch.io page

Results

CriteriaRankScore*Raw Score
Please provide some feedback! Be kind.#112.8353.750
Accessibility?#112.4573.250
Mechanics & gameplay loop?#112.2683.000
Adherence to the theme?#113.2134.250
Environment, aesthetics, mood?#122.7403.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team Members
Damaged Carbine

Generative AI
No Generative AI was used.

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Comments

Submitted(+1)

That game was super fun!! It took me a while to get ahold of things, and especially how attacks were fractions, I thought it meant it dealt 3/5 of a single point of damage, not 3 points (out of 5... what??)

The gameplay loop is very unique and unlike anything I've seen before!! You made some bold design choices by making powerups limited to once per run, and limiting the player to a set timeframe each run. This really made the game feel tightly paced and suddenly I found myself making careful decisions looking at the risks and wondering if the reward was worth it. It's so fun navigating the mazes, scrounging for runes and fighting the boss at the end of each section to see what goodies lie beyond. It's a solid premise that I'm curious to see how you would expand on. Awesome job!!

Developer

Thanks. I glad you like it! The idea was a rouge-lite Dave the diver kind of game, and I think I kind of pulled it off. 
There is a key feature, The boosting system, that never got explained, even in the tutorial text. On the left side of the skills there is a check box you can click if you have at least one rune which will allow you to boost your skills. The numbers at the front of the slash (or the only number if there is no slash) is when the boost is unchecked. The number on the other side of the slash is the number used if the skill is boosted. 
I gotten quite a few comments that battle is not intuitive, I think I'll learn how to make a tutorial pop-up plugin for future games. Thanks.

Jam Host(+1)

For whatever reason, the download failed and couldn’t resume. Sorry, I couldn’t give your game a try.

Developer (2 edits) (+1)

That's okay. My game is large file wise, the rar file in particular is 2GB. I tried to slim it down has much as I could but to no avail, even accidentally deleted some music and textures in the process. It looks like this will be the minimum size for an unreal game.

I was hoping to get your opinion on if I made it friendly for those with sim sickness, but lucky for me FG did make some really good points that I learned from. 

Submitted(+1)

Very cool game :) Some nifty ideas and concepts and I liked finding the runes in the sand. I can't believe you were able to make this all by yourself in such a limited time.

Is this your first game jam? Or have you participated in other jams before?

Developer(+1)

Thank you. I have participated in other Game Jams, but representing my company so this is my first indie Game Jam. Also, I used to be a Game Dev, (way back when) so I do have some experience. 

Host(+1)

GG, you win the 3D prize!

I really liked the rogue-lite aspect of your game. Super cool that the levels changed each time you went on an excursion. I also felt that your gameplay loop did a good job of complementing the procedurally generated maps! I liked finding the loot and doing the upgrade thing! 

As a player, I had a difficult time comprehending what my overall goal was, or what I working towards. Combat was really hard to understand at a glance, but the provided tutorial went a long way towards helping me comprehend what was going on. I would've liked to explore the combat system more than I had the opportunity for, but I kept getting lost and dying before making it the teleporter! I don't think the answer is necessarily to provide more teleporters, as I think maybe implementing a way to find the teleporters might be more interesting overall. 

I don't know that I enjoyed this game being top-down. I think I would've felt more immersed if the camera angle was instead isometric? Hard to say, but I was disappointed that I couldn't see more of the physical details of the things encountered on the map. 

Thank you for your submission to the HF 2023 Game Jam!

Developer (1 edit)

Thanks for review. I did have intentions of having different camera angels particularly for fights or points of interest, and how the camera would change would depend on if you have sim sickness mode selected or not (i.e fade/teleport or smooth movement). But I was running out of time and rushing to get it done. 

I was actually inspired by Dan the Diver games you streamed. I think I made the game my own, so it's not considered a rip off. But like that game I was hoping there would be enough random "Escape pods" to be able to get one without running out of time. Actually, what I should do (and may do it still) is every time you kill a blue bug alien, it adds a teleporter to where it was.

Submitted(+1)

This was an interesting concept. I don't play a lot of rouge-lites, but this seems really complete for a game jam game. Obviously, there were some issues that were fixed in updates, so I won't go into the issues I had that were fixed.

The combat was rather unintuitive, and it took me a while to figure out what was going on. The battle tutorial TXT helped (once I finally read it), but I don't think that would have been enough to avoid my confusion. Of note, the battle tutorial TXT does not mention how to enhance the abilities, and it wasn't really intuitive in-game. The symbols over your abilities also weren't the clearest, and the idea that "+" means that the abilities can't be used wasn't very intuitive. Overall, I wasn't a fan of the UI for the battles, and think it could have done with some more refinement.

I also wasn't a huge fan of the maps. I understand using randomly generated maps, but generating them as a literal maze was very confusing and frustrating. The different areas didn't look distinct enough to easily recognize where you are, and the length of the paths means that taking one wrong path can be the difference between making it back and not. I think this game could have really used a more open map design.

Lastly, I liked the accessibility options in the settings, but I'm not sure how useful they really work. I didn't try the "motion sickness mode", so I can't really talk about that one, but being colorblind, I found myself confused about why it was really there. For one, there were options for Deutranopia and Tritanopia, but no option for Protanopia. I'm not sure why it listed two, but not the third. Perhaps this is just "Red-Green" and "Blue-Yellow" with terrible names? But more importantly, I couldn't figure out any impact this setting had on the game. I couldn't see any visual difference changing the setting, and it's not like the game depends on recognizing color, so I'm not sure why it was a concern to begin with. It just seems really confused overall to me.

Overall, I did really like the game, but felt like it was held back by these issues. Perhaps having someone playtest the game before the deadline would have helped with some of this.

Developer (8 edits)

Thanks for the indepth review of my Game. I appreciate it.


Yeah, I should of deleted the Accessibility in the options. I'm Deuteranomaly colour blind and it wasn't working, The decals in the start were suppose to blue and the Player stuff was also suppose to also be blue for Deuteranopia (along with a purple tint in the red rocks) and the Enemy stuff was suppose to be Purple for Tritanopia. It was working, and then I broke it just before my first submission. IDK what happened. I don't know if the options weren't being saved or not access right.  I also dropped the ball on Protanopia colour blindness. 
For clarity:
Deuteranopia was suppose to have Blue/Red contrast with purple tint for background stuff.
Tritanopia was suppose to have Green/Purple contrast.
With it off, the contrast is Green/Red. 
It doesn't work. 

Also the Motion Blur wasn't working for sim sickness (cause I forgot to add it) but I think the camera has no lag no matter what option you put for sim sickness. So I just patch in turning off Motion blur, so no matter what you did, it /should/ be safe. I don't have a QA and I don't feel sim sickness, so I just try to put on the various setting mentioned in the Game jam page. I think there is an issue getting the options selected. I wanted to focus on these two issues (Sim sickness and colorblindness) cause I know it's common in the Halcyon community, but I failed on it. When the Voting over, I will go back and fix these issues.

Jam Host(+1)

I am getting the error that the game files required to initialize the global shader library are missing after I extracted the game.

Developer

Hmm, thanks for letting me know. That usually means I forgot to add the "Engine" folder, but I think it there. I probably screwed up something while packaging. I'm sorry, you are probably not the only one having that issue. 

Submitted(+1)

I dig the concept! Robot fights are always awesome

Developer

Thanks