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A jam submission

Twisted WorldView game page

A world twisting spell slinging adventure
Submitted by shnaz — 30 minutes, 21 seconds before the deadline
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Twisted World's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#1014.2804.280
Overall#1093.9203.920
Originality#1184.0004.000
Gameplay#1583.4803.480

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What do you like about your game?
The system set up for World Rotation

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Comments

Viewing comments 23 to 21 of 23 · Next page · Last page
Submitted

really cute world, the subversion of expectation at the beginning was great and the world look like its well thought of but the controls lack something to really feel great to play (im thinking about a higher jump but there’s more)

i definitively want to know more about this universe, all characters, even the enemies look unique and interesting (im definitively not biased toward white monochrome pixelart, god what has undertale done to my brain)

Developer (3 edits) (+1)

I'm glad you enjoyed the game despite its incredible difficulty. The jump was intended to feel short and unsatisfying to allow for upgrades later in the game to provide a more significant boon. You may have noticed that the controls feel a bit drifty. The reason behind that is to make the game more bouncy and knockback more impactful, though,  I definitely overdid it in some areas. Without the drifty air movement, you could just wail on most bosses without them being able to do anything, and I really dislike adding in invulnerability phases. Some of the movement options like the dash and double jump along with the melee attack could have used a bit more polish, so I'll return once the jam is over to refurbish some of the more iffy features and turn this into a full game.

Submitted

i feel you, handling controls can be a cruel task, i hope you can find the right mix. tho do think about letting the player be as much in control as possible, especially movement. its the first thing you experience in a game it can definitively make or break a game, it HAS to feel good. its the other elements that have to adapt to it, not the other way around. its ok tho if the game is too easy, its a jam game, there’s a bit of “showing off your work” to it, if its too hard it basically become a player filter, and you cant really afford to filter a small playerbase :)

definitively interested by your post jam update, tho dont overscope it, a small completed project is better than an aborted big project :)

Definitely a well executed fascinating concept with great art, music and story! I found the rotation system to be a bit unruly at times: it was hard to plan where I would end up and half the time I would get thrown into enemies and die, respawning me at the beginning and leaving me a little lost about where I just went. Best time I've had being lost though! Great job!

Developer

There are fountains you can set as save points before bosses, and if you didn't know this already, despite the lack of a main menu there is a working save file system! As long as you load a save before the fall you can resume where you left off. Honestly I underestimated how easy it would be to get lost given the fairly small scope of the game, but my friends tell me its a maze, so I'll definitely add some sort of map and compass when the jam is over.

Thanks these are good tips!

Submitted

Amazing concept, it feels really well to play, I get lost sometimes and get to feel like "maybe I shouldn't be going this way... or maybe I'm free to do whatever" so I was unsure about doing something I should be doing, I think isn't a big deal, I really liked it :)

Viewing comments 23 to 21 of 23 · Next page · Last page