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Worm World's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Remix Quality (how cleverly are the mechanics incorporated?) | #20 | 2.236 | 3.000 |
Enjoyment (how much enjoyment/fun did I have?) | #21 | 2.087 | 2.800 |
Audio (game sound nice?) | #23 | 1.640 | 2.200 |
Originality (is this a unique experience?) | #26 | 1.938 | 2.600 |
Visuals (game look good?) | #27 | 1.342 | 1.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How are the key mechanics of the original game incorporated?
The First Law(collectible must exist):
Apples are a required collectible to stay alive, and many collectible powerups exist
The Second Law(collectible must do something):
The apples refill your timer bar(as in the prototype) as well as give you ammo to shoot at enemies
The Third Law("timer must exist"):
I decoupled the timer from the worm's length & gave it its own bar
The Fourth Law("timer must have consequences"):
The worm still dies when the timer hits 0, so that mechanic is unchanged
(I kept the original code and edited the movement some)
(Also, the theme is inspired by the cryptic comments left all over the code)
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Comments
Being able to boost your speed and stop add so much to the game and make it feel great to control!
Thank you, I wanted to make it really feel like you're playing a worm.
The controls are surprisingly deep. The fact that you can stop is very useful, especially against those t-posing bald eagles.
I can't find the secret numbers though :(
No pose is stronger than the T-pose! I apologize about the numbers, I didn't know we were supposed to put some in.