Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)
Play game
WORMSTAR's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art / Graphics | #32 | 4.200 | 4.200 |
| Controls / UI | #43 | 3.600 | 3.600 |
| Overall Fun | #50 | 3.800 | 3.800 |
| Sound/Music | #79 | 3.400 | 3.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Ai Usage
Genre
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
Comments
Possible bug: I heard no sound despite the FMOD credits.
I liked the concepts and the visual presentation. The hookshot felt annoyingly limited. I was constantly aiming at the next dune, only for the hookshot to fall short. I also tried to shoot the hookshot at the biggest thing on the map, my crashed ship, and it wouldn't work. Suggestions (ALWAYS take suggestions on fixes from players with a grain of salt) :
- If the player can see it, the player can hookshot it.
- If the player clicks the hookshot button, raycast from the reticle. Wherever it hits is where the hookshot arrow is going to hit.
- If it takes too long for the hookshotarrow to travel that distance, have it snap to its destination after the arrow has traveled the current maximum "button held down" travel time of a typical hookshot attempt.
- If the thing it hit is too far away to do the whole "reel in" effect, just give the player a speed boost in that general direction, then the cable "snaps" and the player can hookshot again.
- If the cable can't be drawn for some reason, due to hills covering up the destination or whatever, same thing. Cable snaps, you travel the direction you were trying to use the hookshot to travel anyway.
- If the spaceship is off-limits because hookshotting onto it "isn't fun" or "breaks the game" or whatever, bury the ship halfway in the sand so it's just another domed hill, mechanically speaking.
Overall: game concept feels good, but hookshotting feels bad. If hookshotting was fun, this could become a good core mechanic to build an experience around.
Edit: If the purpose of the hookshot is just to steer, not to go fast, then you need to teach the player how to go fast. I was schlepping up hills and snowboarding down them, until I discovered the hookshot, and that's apparently not fast enough to not get eaten by a worm.
Edit: I tried to play again, thinking maybe I'd start with a good burst of speed, then use the hookshot to change direction, shalomming back and forth to avoid the worm through agility, not raw speed. Then I thought maybe the hookshot was only meant to climb hills, not for use on flat ground. Then I thought maybe I needed to have the snowboard already out when the hookshot latches on, for maximum speed.
In all possible scenarios, it didn't do what I thought it would do. It was like the laws of physics were just constantly changing to make me slow down and get eaten in a ditch, no matter what I did, no matter how the snowboard reacted at the start of the game.
This thing is frame-rate independent, right? You're using delta-time, not raw update cycles or something, right? Because without frame-rate independence, things like friction and momentum are going to end up being completely different on different user's machines in a physics-driven game like this.
I really like the way the movement feels in this game - It took a while to figure out, but chaining together the hookshot and the jetpack with the sandboard feels really nice when you figure out how to properly gain momentum.
I think the biggest issue I have with the game is that we start on top of the rocket instead of inside it - It took me an embarrassing amount of time to realize that there were upgrades I could buy inside of the ship. When I did figure this out, the game became infinitely more compelling and exciting, but I feel like the lead was bit buried. Part of this is my own fault, I didn't read the instructions on the itch.io page, but it would be nice to have some instructions included within the game itself. Maybe a short playable tutorial would be nice - It could teach the player how to use the movement tech a bit too.
The worm AI is pretty tough, but to be honest, I also didn't see the note about staying on rocky terrain until just now. Maybe that was my problem! Even so, the game was tough in an arcadey sort of way that kept me hopping back in for one more round. It was pretty darn fun! I don't think I successfully collected any ship parts, so I'd be curious to know if the AI or difficulty scales as progress is made.
Overall, though, this game is really fun to control, and the aesthetics are suuuper nice. The worms are honestly really cute in a kind of spooky way and I would love to see someone make a plush of them! Good job!
I played the game here on stream around 2:03:00
Pretty fun! It could get a bit intense, I feel like the SFX for the worms could be even scarier, though its decent now already! I had some issues with my directional sfx, like it would shift ears in a weird way when i turned, I'm not sure if that was just on my end though. I also didn't use the board much except as a brief finisher after the jet pack and hook to stop from stepping. Maybe its better upgraded but I thought it doesn't gain momentum enough, like I expected some cool sand-boarding and instead it just kind of stopped. Overall pretty cool game! (I also liked the music!)
- Youtube Link / Twitch Link
- Graphics : I rather liked it , it nails the retro and desert vibe well.
- GUI :
- Fine, but would be nice if the hotkey tooltips would go away
- No ESC / options menu for video, audio, etc.
- Performance : Flawless
- Music / Sfx :
- Music : I like it, hits the desert vibe well (credits?)
- SFX : Fine
- Gameplay : The you get munched on by metallic shai-hulud in a desert hellscape simulator. My time during the stream was straight up stockholme syndrome.
- Misc Issues :
- Unsure if it's an unintended mechanic or not but worms will breach above stone.
- Notes :
- Really would be nice if we could've hooked onto the worms to pull us
- During the stream I got extremely frustrated with this fact as It made it seem like the stone was ALSO not safe and drawing them towards you
- This game was more intense than a fair few horror games.
- Sandboard never felt useful, even being fully upgraded and with a fully upgraded hookshot. I was really hoping I'd be able to do some momentum building tricks, esp with the HS and keep ahead of the worms if done right.
- Hookshot is relatively useless feeling in most circumstances even fully upgraded, I ended up using it to decent effect when it was fully upped with a fully upped Jetpack , as it saved some fuel (might've been a glitch?)
- The random Gen can be a boon and a curse. I think a hand made map with some areas intended to be a bit more of a mad-dash for gems or the little pods could make it more interesting as it then puts the player's skills to the test. (See : Final thought)
- An upgrade for a little cursor to point towards the nearest pod would be nice, I spent a fair few minutes trying to find them.
- The game REALLY could've used just a quick tutorial reference sheet to go off at the start.
- Why are the worms only 3 segments, they're a little goofy (not in a bad way)
- Really would be nice if we could've hooked onto the worms to pull us
- Final Thoughts : I had significant troubles getting anything done during the stream, I played the following night off stream and was able to beat it without much issue. The critique is a combination of both sessions. I do think the game runs a bit out of steam by the 4th doohickey to escape the planet as it ended up me mostly jetpacking around with relative impunity jumping from one outcropping to another, there was still a significant risk on my winning run as the fourth was off in the corner of the map with only one rock outcrop being in sight of it but far enough away that even with a fully upped JP it still couldn't reach it (without the hook).
DUNE! The battle for Arrakis!!
(How come the Worm can move on a rock in certain situations?)
A fun concept that executed quite well.
A pleasantly high skill ceiling on going fast, and the grappling hook, jetpack, and snowboard all work really well together to combine into speed and feel pretty good when you're doing it.
I like how the sounds are understated besides the inevitable worm death digging towards you over the horizon. I think the grappling hook is missing that fun reeling sound that most gaming grappling hooks have though.
These damn worms are infuriatingly relentless though. I'm imagining a Devil Daggers like version of this where there's a bunch of smaller, slower enemies to dodge and that worm is the big slow one you're always running away from. Right now it just feels too fast, but of course its purpose is to get you moving and it definitely succeeds at that.
White ship parts on almost-white sand is a bit annoying to find, and I'm not sure what the purpose of the gems are besides feeling nice to collect, but they certainly do!
I can see this going places with a few tweaks to the feel of gaining momentum, and maybe a few more things to do with your speed.
I really liked the PSX-era visual style. It gave the game a strong retro atmosphere right away.
One thing that bothered me a little was the camera movement while walking. The bobbing felt stronger than I expected, and it gave me a bit of motion sickness after a while.
The moment when the scene suddenly got darker and the huge Dune-like creature appeared was really fun, though. I think the game did a great job making that monster feel genuinely massive and intimidating.
Overall, that was probably the most memorable moment for me.
This title immediately caught my attention with its art style. I was scrolling past and saw that giant low poly worm and went "woah hang on" and scrolled back up. Visually, this game is extremely cool, I am a sucker for low resolution 3D, there's something about seeing the squares desperate to morph into something resembling a three dimensional object that tickles me.
It took me a few minutes to feel out what the game was, exactly. Right away I noticed crystals that needed to be collected, so I grabbed those, and clicking gave me what appeared to be a completely useless grappling hook. It took me a decent bit before discovering that the hook was to be used on the ground, but this didn't seem to speed me up or change my movement at all, until I finally hooked onto that rocky ground and it all clicked into place. Movement with the grappling hook is really fun, I wish the game had a greater concentration of rocky terrain to play with it, although this would obviously affect game balance.
After that, inside of my little egg rocket ship, I saw that you could spend money on various things, including "board" which I at first assumed meant "boarding the ship" in some way, until I right clicked and uncovered the hoverboard. It was already fun slingshotting myself around the map, but the hoverboard to slide down sand and stone made things even more enjoyable.
It took me a few more minutes to discover that the double jump was a jetpack, and that this was the best way to traverse vertical sand, since the hookshot can't interact with sand. These three are really great movement options, they all have their purpose but they don't step on each other's toes and they all feel useful at pretty much all times.
Honestly, in spite of appearances, I would go so far as to say this borders on a horror game. The movement, while fun, definitely leaves me feeling helpless to the giant worms, and the majority of the game revolves around evading these creatures that will kill you the instant they make contact. The primary emotion I felt the entire time was "tense". When I know where the worm is, it's way too close for comfort. When I don't know where the worm is, it's even more uncomfortable. Finding out there is a second worm was gleefully unpleasant.
With that said, actually dealing with the worms is difficult. It felt impossible at first to evade them, it seems that they do have a sense of awareness of the player and follow you once they notice you, and at that point for a good while it didn't seem like there was any way to shake them. I did find the jetpack allowed me to jump over them, after which point if you can quickly return to the egg you're usually safe, but there were frequent occasions where the jetpack wouldn't cut it, I was surrounded by sand, and left completely helpless. Some of the strategy of the game surely revolves around avoiding this position in the first place, but because I don't know where the worms are, this isn't always possible.
I would appreciate some better queues about the worm's position. There's a sound that gets loud when they're close, but other than that I can never tell when a worm is on my tail, and since you typically move in the direction of the mouse, it's really hard to look behind my shoulder to make sure there isn't a worm, or to see how far away it is. Perhaps an indicator could appear when the worm is especially close, or when it notices me, would help a lot to accurately gauge the danger I'm in.
Most crucially, I have no idea what the mission actually is. The game displays a counter with the egg ship and the number 4, but I don't have a clue what this means. At first I thought there were four ships I needed to locate, but I only ever found one in my playthrough. The "Launch" button on the ship doesn't do anything, and I assume this must be the win condition, but I don't have a clue how to fulfill it. Some direction in that department is essential.
All in all, very cool game with a very cool style. It's simple and fun, perhaps a bit difficult to expand, but there's room for polish and quality of life. I can imagine a game like this being popular among streamers.
there's something about seeing the squares desperate to morph into something resembling a three dimensional object that tickles me
Awesome description here 👌
That's great you were able to discover all the features as you played! We'd definitely want to add more guidance to help the player understand progression.
For the worms: yes, there is plenty of tuning that needs to be done here. We'll make a note about the sound cues, and perhaps some UI indicator, too!
Thanks for the review, we'll be checking out your game next!
We (barely) managed to get this to a playable state for the game jam. There's already plenty that needs to be tuned/adjusted, but enjoy this web-based adventure in it's current state. Of course, there are desktop builds available as well.
All feedback and suggestions is welcome (either here or in the comments)🤙






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