I'm garbage at this game but it's pretty solid. The movement felt good and I was able to feed the worms. 🪱🙌
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Worm World's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2 | 4.167 | 4.167 |
| Overall | #4 | 3.881 | 3.881 |
| Originality | #4 | 4.333 | 4.333 |
| Fun | #13 | 3.750 | 3.750 |
| Accessibility | #16 | 3.333 | 3.333 |
| Controls | #17 | 3.667 | 3.667 |
| Graphics | #20 | 4.083 | 4.083 |
| Theme | #22 | 3.833 | 3.833 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Wildcards Used
Use darkness/night as part of your game
Items and/or Skills in your game can have modifiers and upgrades
Game Description
Mine fuel, find upgrades, and get to your escape pod before you are devoured by the worms.
How does your game tie into the theme?
The world is decaying and falling apart, ripped asunder by mechanical worms.
Source(s)
https://github.com/knowdawg/GodotWildJamWormWorld
Discord Username(s)
knowdawg
Participation Level (GWJ Only)
2
Comments
This is such an impressive entry. It has a high level of polish, and the gameplay is incredibly fun and challenging (been playing for the last hour and still haven't been able to beat it). The tutorial at the beginning is really nice and well-made as well. The worms chasing after you look so aggressive and intimidating; they're awesome. It's kind of funny how chill the tutorial is, and then it just goes from 0 to 100 the second the gameplay starts. Overall, really fantastic job!
Nice Polish, love the atmosphere and tutorial, wish there was more breathing room to get started getting fuel before the difficulty ramps up, but one of the most polished I tried so far
Incredible polish on the whole intro/tutorial sequence, and I was very impressed at the destruction mechanic in a gamejam. Very curious about that.
I unfortunately couldn't really get far into the actual game, the worms were much faster than my character could dig, and none of my retries got me a map with an easy path up. The one time I got a card pull, I didn't have time to read the cards. I'd definitely implement a pause when the cards popup.
It was very performant for me, I have a decent PC though with a 3080 (less decent now than it was 5 years ago lol).
Thanks for the great game!
Thank you so much for the kind words! The source code is posted so feel free to check out how I did the terrain destruction. I'd be more than happy to answer any questions!
The game is supposed to pause when you are in a card selection menu but there is a nasty bug hanging out somewhere in my code that just breaks all pausing. Definitely obnoxious when your just learning lol.
Yeah, it was pretty silly of me to make the starting worm speed faster than the starting mining speed. My next planned step was making the procedural generation a bit more sophisticated to prevent those sort of RNG deaths but I didn't quite have the time for it.
Beginning of the game really immersed you to the world but then the real game begings and its a too hard game. I undestand what this is going for but maybe a little slower pace or just story mode for this game would have been better. RNG decides a little bit too much the outcome.
I love the concept and the destruction system !
It feels a bit too hard for me, but the atmosphere is really good. The controls feel great, and the tutorial is really cool
I’m going to check out how you built your destruction system, I’m curious about how you have done it
Wow, you've polished your game very well. Respect. Especially the first runs brought a lot of pleasure. cool project, really!
Very cool, but unbeatable for me. Worms speed is so high, dont have a second for hesitate. Music is so freacking awesome. I think procedural generation should be more ... random i guess. The start ot the run is always the same. But, for first rogue-like is so good!
Polish here is great, shocked it was done in the timeframe of the jam!
I did have a decent amount of fun with the game on my first few runs, but after that it kinda just felt... Imposible to beat? Imposible to beat without the reverse gravity, really. Probably was just a me thing (considering I mostly play games with controller), so I didn't let it effect my ratings to much.
Sad this game isn't getting more plays, but that is probably due to lack of web build. and considering how the game ran on my machine I don't think a web build would've ran well XD
Thanks you so much for the feedback and thank you so much for playing!
Yeah, performance isn't great. I probably need to rewrite all the terrain logic in c#... and multithread it just to be safe ('>_<)
Balancing was really rough for this one. This is my fist rogue like and had a lot of trouble trying to strike a balance between there being really strong and rare upgrades while also not making common standard upgrades feel weak. Don't think I quite hit the mark though.
I've loved this game
it stressed the shit out of me in the good way, I got to be worm food more times than I'd like to admit :)
it's reeeeally really polished. the concept is very good, and the execution is flawless, really, very good work. The procedural generation of the terrain made me want to learn more about procedural generation, I felt jealous (if it's not procedural, congrats on that level creation, because it really seems procedural).
the controls felt good, the music is perfectly fitting, the tutorial, with those dialog boxes, also very good.
I don't know I can' say anything bad about it, just that it's a pitty not being playable on the browser so you get a little more plays.
congrats!!! :)
I'm so glad you enjoyed it!
You're right, the levels are procedurally generated but in a very simple way. It's just one noise texture that's copied over to the terrain texture each time the level is loaded. All I had to do was set the noise seed to a random int each time.
Sadly, I couldn't get a HTML export to work :/ I think its because I use a couple of compute shaders for rendering the terrain and lighting and I don't think Godot's web export supports compute shaders at the moment.






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