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Worlds Apart's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio - Does the game have nice sfx and music? | #23 | 3.853 | 3.853 |
Graphics - Is the game aesthetically pleasing? | #28 | 4.147 | 4.147 |
Overall | #39 | 3.565 | 3.565 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #52 | 3.706 | 3.706 |
Theme - How well does it incorporate the theme? | #78 | 2.971 | 2.971 |
Gameplay - How fun is it to play? | #86 | 3.147 | 3.147 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Unfortunately I couldn't get this game to run.
error while loading shared libraries: libXcursor.so.1: cannot open shared object file: No such file or directory
I think this may be because it is a 32 bit binary, but I am not entirely sure. I installed libxcursor-dev to no avail, I already had the libxcursor1 library
Oh I am sorry, I forgot to mention this known issue on my itch.io page. In short, the game is built as a 32-bit binary; however, on 64-bit linux OSes one needs to have the 32-bit equivalent libraries for this to play (libXcursor etc.). I have also updated my page with the commands you need to run on the shell of a 64-bit linux OS to play this and also presenting them here.
Hopefully, you'll be able to play now :) and thanks for checking my game!
Thank you kindly for your help getting the game to run, I managed to beat it on my second attempt.
It was a bit of a puzzle, but I eventually figured out that you need to save up two fountains to get past the conga line of shades to get the magic sword. Unfortunately, only two of my party members survived to be victorious.
Overall I liked the game, the aesthetic was definitely one of a classical dungeon crawler, well done on that. The duality concept was appropriate with the alternative dimension of evil.
I wish the game was a little bit longer, or had more to do but I understand the time constraint. My only technical gripe was the text log which scrolled a lot slower than I could read, but that's of no consequence anyway.
Glad that you were able to play :) I made a note to fix these lib issues once and for all.
Yep., you need to save one or two wells close to the boss, in between that nasty spinner :) Truth is, I had plans to make it around 10 maps with multiple items to gain but the time catch up on me and had to fix other, more urgent issues.
My intention was just that, look and feel of a classical crawler, although with a lighter take. I really wanted a game that mostly run on-itself on combat and you're only responsible for exploration, finding items and brains. For the more classical cRPG look and feel, I scratch that itch with my other game The Darkness Below :)
Yep, I have a lot feedback on the slow event text scrolling.. that was really a consequence of the deadline :( Definitely will improve that !
Thanks for trying it out, man!
Excellent presentation, sound and art! Really captures the classic dungeon crawler feel.
The auto-battle system took away some of the enjoyment of actually playing the game, but I still played all the way to the end, so I had fun. Good entry :)
Thanks a lot :) I usually put a lot of work in this department so I am always glad when I hear that its a satisfying experience!
Yep, if you happened to check my other game The Darkness Below, you'd find out that I am all about traditional cRPGs :) Although I only had 7 days for this one to do everything from scratch, so your comment is awesome :)
The fast auto-combat was added to give another direction in the gameplay. The game itself is pretty much a light cRPG, characters have only one weapon/item to use and they only improve that one through searching and finding. Consider it like Dungeon Crawler meets Wonder Boy / Zelda in terms of items. Yeah, the difficulty here is to take note of the general "difficulty" of an area and find out if you're really capable of that dungeon; that's the only strategy at this state of game.
However, in the future versions of it I will improve a lot of that based on my feedback, so keep checking on my page for what's next of this game :) Thanks for checking it man!
Very impressive! I loved the art, the audio, the title screen, the way you handled exposition. Overall very very good! Some areas for improvement - it was painful to wait for the text to slowly scroll up and it was very unclear to me how to prepare special weapons to deal with the wizard that TPK'd my party.
Thanks for your lovely comment and feedback, so much appreciated :)
Yes, the event / messaging system do need a lot of improvement but I was in such serious time trouble that I had to take care of the absolutely necessary stuff. Indeed, the "scrolling" was simply a quick idea that allowed me to move on; I will fix that for adding a button to move to next text which is the intuitive thing to do here, its under my radar for a next version :)
Yeah, I like this kind of riddles that only give you a hint of what you need but not how do you get that. In short, you need to clear the entire dungeon and then you'll find that weapon :) Thanks for playing it man! Stay tuned for it if you liked it!
This is such a genuine throwback. I love the UI. It's a bit strange seeing the Venus de Milo everywhere. Your FOV is a bit too high, I wish I could see the floor where I was standing. The music and sfx fit perfectly. HOLY CRAP YOU CREATED THAT ENGINE.
That's lovely, I so appreciate it :) For some reason, I am attracted to such UIs and gameplay.. I just wanted to scratch another itch with that particular game, but on same basis :) Yeah, there's something mysterious, distant to deal with statues and stuff.. Even back in World of Xeen days I didn't mind when I was learning stuff from some statue on clouds :) Yeah, I played a bit the last hours before the submission and I wasn't able to hit the right spot... I mean, it was simply a matter of time. Lots of stuff were one-time coded and I pretty much wanted to fix the absolutely necessary. I actually managed something close to M&M look but other things emerged; I had to decide and let it go first :) But I like your feedback Are you referring to "jolt3d!" ? Yeah its mine for god knows how many decades, last incarnation of it gave already 2 games :)
Honestly a really great game(not even considering that its a jam game) amazing and consistent visuals, satisfying movement and good sound and music! i just wish the text scrolled a bit faster and that the music didnt stop while interacting with something!
Oh, thanks man, what a lovely comment... Its true that I didn't wanted to submit a "jam entry" but rather some that I could build upon later; you can see that the game was submitted like 2 hours before the dealine, but there's only so much that can be done in 7 days from almost scratch... Its lovely that you find these mechanics satisfying because this is what I was striving, was going mostly for "fun of it".. Will definitely work more on the game, after completing the last demo for "The Darkness Below" :)
This was fun, took me one retry, taking care of saving a well for the end.
I like the gfx and walking as fast as I press the buttons, and even if the combat which also goes as fast as I click in The Darkness Below excites me even more I would definitely play a bigger version of this too, going through the process of finding ways to get strong enough then letting fate resolve is cool.
thanks man, love it :) Yeah, it took me enough to sort out the technicals as its quite different from TDB. There are definitely some wins already in this project and lots of ways that I can build around it and I will :) As I see it, it scratch another itch and feels like a lighter take on the stuff I usually do the last years :) Had quite the fun making it, thanks for checking it man!