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A jam submission

WORLDAFORMView game page

Change the world in two colors
Submitted by asimple_dev ā€” 1 day, 7 hours before the deadline
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Play world

WORLDAFORM's itch.io page

Results

CriteriaRankScore*Raw Score
Is the graphics 1 bit?#374.8004.800
Theme#433.4673.467
Art#463.2673.267
Gameplay#463.2003.200
Overall#473.4223.422
Originality#563.3333.333
Music#622.4672.467

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Please enter your nicknames in discord and the nicknames of your teammates.
asimple_thing - Main Developer (Me) and JĆøcasta01 - Creator of Ambience

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Comments

Submitted(+1)

Hey thanks for the challenge! I enjoyed that the gameplay itself ā€˜Transformedā€™, looks like we were on similar wavelengths with that idea. I noticed that when I went into the first boss battle, if I didnā€™t buy a weapon then I was still allowed to proceed but it seemed like I wouldnā€™t take any damage at all, so I was stuck and needed to reload the game. When I bought a weapon, I received 2 weapons (sword and bow) and then would die with 1 hit from the teardrops. I managed to beat both bosses with a bow, I couldnā€™t figure out how to use the sword without taking any damage myself. I was also hoping that the artefacts would be useful later or counted in the success screen.

I have some ideas for minor upgrades to the game, for instance the static instructional text could be dynamic based on what the player has bought in the shop, so thereā€™s no ā€œIf you bought a weaponā€¦ā€. Maybe the guard can even stop you from entering the boss battle if youā€™re not equipped, something like ā€œNo youā€™re clearly not readyā€. Iā€™m sure with more time and testing the issues I mentioned above would have been addressed as well.

Nice entry, well done!

Developer

I got an idea of a dynamic text/sign/helper/I donā€™t know what to call him since Heā€™s a sign

Submitted(+1)

This is pretty cool, some suggestions . Couldn't deal damage using sword, boss fight needs music. Art work is good - I do suggest dithering for 1 bit texture... other than that, its good to go

Developer

thanks for the review Swordnix!

Submitted (1 edit) (+1)

Cool game that blends 2D perspectives with its original take on the theme. I like the bits of humor thrown in the game (Leaves epically). The art & SFX are well done, but the ambient music is lacking during boss battles.
Here are some of the issues I encountered:

  • Possible to miss first two required Artifactson level 1 and have to restart.
  • Didn't know I had a bow until reading comments outside of the game.
  • Lack of Artifact count UI
Developer

list :

  • How?
  • Most people do that
  • Iā€™m adding some okay
Submitted (2 edits)
  • If you happen to ignore the first two artifacts and drop down, there is no way back up.
  • Bow should be the default weapon since the Sword isn't useful against the boss
  • Cool beans
Developer
  • there is a ladder, what do you mean?
  • I know, the sword does 5 damage instead of the 1 damage that the bow does though, I donā€™t know man I just donā€™t know what to do with the bow
  • Leave (and eat beans)
Submitted(+1)

Very solid game-play,  With more dev time and bug fixing could be great! :) Nice work

Submitted(+1)

A solid game I like the style, and exploration to find the artifacts, and the movement felt pretty good for me at least. The game could benefit from some music and I had a couple of problems but I say these constructively and not to be harsh:

1) The sword doesn't work for me. I am not sure if this is a range issue or not but I entered the boss hitbox completely to try it and it still didn't work for me. Bow worked great though.

2) When I bought health from the shop, I became completely invincible.

This is a solid game entry with just a little bit of bug-fixing needed. I liked the comedic exit from the shop :)

Developer (2 edits) (+1)

so uhh the first bossā€™ hitbox is the iris/pupil part. and I encountered that second bug when I was showing this game to my sister so Iā€™m trying to fix it, I donā€™t know what the chances are You become invincible, but itā€™s possible

Submitted(+1)

Definitely enjoyed this game, I found it pretty fun to explore the world. I think the idea of transforming the dimensions that the game takes place in is really interesting too. If more levels were added to the game it would be cool if the game went into 3D and stuff, or maybe allowed the player to switch between platformer mode and top-down mode. Overall I think this game is cool, nice job :)

Developer (1 edit)

switching between platformer and top-down freely would make it more like toodee and topdee

Edit : except itā€™s just for one player instead of a two player co-op

Submitted

Oh wow I had never heard of that game before, that's exactly what I was picturing in my head lmfaoo.

Developer

Youā€™ve never heard of toodee and topdee?

Submitted(+1)

A platform game that "transforms" in something else! Really clever! Gameplay is nice and fun but I enjoyed the second part the most. My only doubt is: what's the point of using the sword? You can defeat easily the bosses even with the bow only. Nice work though!

Developer

itā€™s a PlatFORMER not a platFORMā€¦ What does/will a platFORM game look like?

Submitted(+1)

Pretty cool!

Submitted(+1)

Liked the twist after the second boss, I also took sometime to use the mousewheel even tho I read it in the description lol. Cool animations on the first boss with the scaling up and down, an UI for how much artifacts you have would help a bit aswell.

Developer(+1)

maybe Iā€™ll add that sometime soon if I have the time

Submitted(+1)

Even after reading your comments about scrolling down I had troubles understanding what does that mean (there is no way to scroll anything in the game). But then I suddenly realized that my freewheel mouse just does not work right in the game, and only after locking the wheel it worked.

Not sure why did you add a sword to the game where no enemy would allow you to attack them with a sword.

The most challenging part was to gather all the artifacts (I had to go almost the entire level back both times).

Congrats on finishing the game, though, great job!

Submitted (1 edit) (+1)

i have many things to say on this one. first and foremost the game is an enjoyable and unique experience, the platformer and top down controls were a tad slower than i would've preferred but it's no big deal. there isn't really any glaring flaws with this game, just small ones that add together. first and foremost there is no reason to ever use the sword, it has terrible range and i'm 90% sure the damage output is the same, so why even have it in the first place at that point? it'll only confuse the player. it felt to me like the first boss had too much health for the rate you deal damage with the bow, making the fight less fun. with the genre-changing concept behind the game, it can be tricky to know whats an artifact and what isn't, so i think they should all have some distinguishing factor, as when the mask artifacts were introduced alongside similarly shaped enemies, i was cautious to approach the artifact. perhaps a white circle around each artifact. there's no sound effects or music at all for the boss fights, although perhaps that's just a classic web build being broken for no reason moment. either way the game needs more sound effects, it's generally a solid idea to have one for each player action.

finally i have three suggestions to spice up gameplay, but they may be changing the creative vision too much so implement them as you will:

  • it'd be really cool if there were platforms or ladders with the platformer boss, as you come from the platformer section of the game, this would also make a sword attack more viable if it had longer range + more damage, then approaching with platforming and the sword  rather than using the bow would be a way to reward skill with higher damage output
  • a dash action could be a really useful tool in the players toolkit in both the top down and platformer sections of the game and would add a lot of depth to combat by giving players a utility option
  • changing the color palettes when in different sections of the game would help to make them feel different and unique.

i hope i didn't come off as too critical, i see a lot of promise with this game, and i'm curious to see what you'll do as a dev in the future.

Developer (1 edit) (+1)

thanks for the review LeafLight Studios! so uhh first things first, maybe the player is slow ā€˜cause Itā€™s most of the ā€œcomplaintsā€ I got from this. Second, the sword deals 5 damage and the Bow deals 1. Third, I like the idea of having platforms in the boss fight and the idea of making an artifact distinguishable from tother things. fourth, a dash action can be nice, but I donā€™t actually know how to make that in GDevelop :/ and what way does the player get that dash ability. and finally fifth, I didnā€™t implement music ā€˜cause I donā€™t know how to :/