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A jam submission

WormwoodView game page

Submitted by PavloConan — 2 days, 23 hours before the deadline
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Wormwood's itch.io page

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Comments

Submitted

Back at it again with Wormwood, did quite a few runs and had a blast. I felt this time I got a good amount of items and spells and had an easier time progressing so I like the changes with that. The max ammo increase was also great so thank you for that. I accidentally hit "L" and it did something like teleporting me to the next level, which I'm guessing is a dev tool but either way putting that in the controls so testers know would be helpful. Also a slight complaint is that when you use a key there's no way of telling that you have used a key visually next time you come back to the locked gate. Great work and progress and I look forward to more. Is there plans on more than one character or starting weapons?

Developer(+1)

Yeah, the "L" key is part of the debug tools that I accidentally left in...oh well :)
I'm very glad that you had a good time and yes, there are plans for both multiple characters and starting weapons and aaaaall kinds of stuff. Next update will be really cool I hope :)

Cheers!

Submitted

very cool liked it a lot especially the dark atmosphere 

Developer

Thanks man, I appreciate that

Submitted

Great fun! I especially love the mini-map you can move through when you step on a teleporter. You can tell a lot of love went into that.

It feels really good to play, and I only have a couple of very small comments:

The aiming reticle feels off. It doesn't quite feel smooth enough, and it should always be visible on the screen. You should clamp its coordinates to the very edge of the screen so that it doesn't get lost.

Is the ammo cap on the default pistol really necessary? I know there's more than enough ammo to get through dungeons even with killing all of the enemies, so I have to wonder what the point is

The camera could maybe front-run the character a little bit more -- especially when heading upwards. I walked into a new rooms and immediately got hit in the face with a projectile a few times, and it doesn't feel fair. Either that or you can give enemies a bit more time to wait before targetting the player when you enter the room.

Good fun though, I really enjoyed it! The artwork is great too and the effects are spicy.

Developer(+1)

Thanks a lot! There is still a lot of work to be done, let me address your points:
- In the next version I intend to have the player start with the default gun with unlimited ammo, and the gun itself will not have any perks and won't be visible in the inventory. It will only function as a kind of last resort sidearm.

- The camera is undergoing some major changes because it's far from perfect. As for the enemies, I intend both to have their reactions when spotting the player a bit longer and actually have bigger rooms so that you don't bump into them as soon as you walk into the battle

- Aiming reticle is a tricky beast, deceptively simple concept that is easy to get wrong. Still working on it :)

Thanks a lot for the feedback man!

Developer (2 edits)

Currently I'm working on a really big update that finally can be called a proper production after laying the basic foundation. Unfortunately there is so much work that there was no way I could make it in time for this jam, so the only new thing since the last one is this small update:
https://pavloconan.itch.io/wormwood/devlog/338220/the-beholder-update 

  • Two new enemy types with elite variants
  • Lots of revamped visual effects 
  • Slightly lowered the difficulty curve
  • Slightly lowered the default length of the dungeon
  • Significantly increased the max ammo count and ammo gain from pickups for most weapons
  • Increased chance to get passive items as a reward for clearing a room
  • Bug fixes and some other minor stuff