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A jam submission

WormoCopView game page

Wormvania - No jumping allowed
Submitted by scostasr (@Santiag52148068), jrat123456@gmail.com, Cracked Dome, eamus (@e_ardizzone), bitoh — 1 hour, 48 minutes before the deadline
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WormoCop's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#123.6673.667
Execution#182.6672.667
Enjoyment#192.8332.833
Overall#193.0003.000
Sensory#203.1673.167
Relevance to the theme picked#242.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme chosen
Rebirth --> How much is WormoCop willing to give away to become the hero of the story?

Team/Developer
Bitoh, Jrat, eamus, eamus, Rogger, Santi Costas

Engine
Unity

External assets
Super Grotto Escape Pack ( by Ansimuz, Unity Asset Store)

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Comments

(+1)

Really cool game. I liked the mysterious/dark/ strange nature of the game (the dead bodies, creepy sound effects, etc.). 

Can't wait to play again once the bugs are ironed out. 

Submitted(+1)

This was a pretty awesome entry despite the bugs! I found the atmosphere stellar, and the feeling of actually connecting your shots with the enemy was fantastic. With just a bit more polish this would be absolutely top tier

Submitted(+1)

The atmosphere is very cool here, very creepy. Although running out of light mostly just feels tedious, since it's hard to find your way. I also ended up falling out of the map a few times, so I didn't end up beating the game. Something very enjoyable about the unique vibes though.

Submitted(+3)

I love a lot the atmosphere and the player sprites! I haven't complete the game yet but i like how you retrace the path you take.

Sadly there are a lot of bugs, some are inoffensive but if you're killed by an enemy you can't move when you reespawn.

Submitted(+2)

Good game! I like the character art, environments, and dark tone of the game. The character is very reminiscent of the Worms games. The music & SFX are also well done. I encountered many bugs while playing unfortunately. I was immediately able to glitch out of the map by crouch walking in the corner to the right. I also appeared to have the glide abilities before unlocking them. When I did unlock the glide the character transformation was cool, but after I died it reverted back to normal. I'm not sure if this is intended. Shortly after unlocking the recoil jump, I fell of the map into an endless void. Still, this is an interesting game which I enjoyed.

Submitted(+2)

Well that was an experience. :D Very creative, very creepy, a lot of me saying "what the heeeell...". I very much dug the atmosphere and the waning light was thoroughly dread-inducing, as was the weird grumbling that would occur as you went lower. Definitely A+ for atmosphere. The Recoil Jump was a fun mechanic to get used to as well, it was much smoother than I expected it to be when I first got it.

Some general feedback:

- The checkpoint noise was pretty intolerable. I kinda didn't want to go to checkpoints and ended up turning my volume down because of it.

- The gun reloading / fire rate felt inconsistent. At times I could unload an entire magazine in rapid succession whereas other times there was a bit of a delay. It kind of made fighting the enemies unpredictable and a bit annoying as I just found myself firing while running backwards as they chased me and not knowing when my next shot would go off.

- The Recoil Jump was cool, but when I first got it didn't work for the longest time, it would just make the screen shake. I finally ducked and it made the little ability icon appear next to my  ammo count, but I was pretty confused for awhile there.

- Finally an odd one, at first my character wasn't turning when they'd move to the left, they just sort of backed up, but at some time during my playthrough they started turning properly. I'm not sure what happened but figured it's a small bug worth reporting.

I kinda flew off the edge of the map and there wasn't a reset option so I haven't beaten the game yet, but I'm going to go back in later and finish what I started. Exploring the map was quite fun and as bardycreepio mentioned below the level guides you fairly well despite getting darker and darker. Very nicely done.

Developer (1 edit)

Thanks for playing and this great input! We would like to polish a bit more the project after the jam rating is finished, since we started late the project and almost had no time during the jam, so your comments will help a lot to get a better game. We are glad that you liked the atmosphere despite the issues you got :)

The checkpoint thingy was actually intended, kind of like a punishment for players for saving the game and not just speedrun the entire game like true real gamers ;) 

(kidding obviously, in case irony was not clear. We will get that one fixed right away! We did overreached there...)

Submitted(+2)

I liked how the level "gently pushed" me towards the next skill by leaving me no other option, while at the same time making me search for the way. This is very good level design.

The darkness and the sewer-underground-like setting match very well, and combining the enemies chasing you in the dark gave for challenging moments.

I didn't understand that much how the rebirth matched gaining skills, but the animations for grabbing them are amazing.

Developer

I am really glad that you liked the level design! It was actually the only reason why I personally wanted to join this jam as I never did level design before, so I am glad that we got that right. Also reg. the atmosphere.

Reg. the rebirth theme... yeah, not great implementation. The idea was that each new skill turns the player a bit more into a monster just for the sake of being the hero of the story. The end of the game is supposed to make it a bit more clear, I guess, but still not great. Next jam goal: work on "story-telling through mechanics" skills.

Thanks for playing and your feedback! :)

Submitted(+2)

Found the gameplay and concept quite fun! I did make it outside of the map 1 time thinking it was a way to go after getting the recoil shot. Really enjoyed it and no jumping was a interesting take . 

It took me a bit to figure out how to recoil jump, but felt nice once I got it worked out. Nice Job will def try and beat it again. cause i missed some things my first go through it feels like.

Developer(+1)

Thanks for playing and the feedback! Glad that you enjoyed it overall. 

You don't plan well enough to have sufficient time to playtest and then you get worms flying all over the place... :D we need to fix that spot

Submitted(+2)

This is an interesting game and the dark environment was visually very interesting. However, when I got the recoil jump, I realized that I couldn't see where I was trying to jump to. I wonder if setting the recoil preview to the down press of a button to invert the direction of the light from the retical and then release the same button to finish the jump and reset the light could work.

Developer (1 edit)

Thanks for playing! You are fully right, the combination of the recoil jump + light direction is indeed a pitfall in design... We had very little time to playtest the game and we realised this issue too late. Your suggestion is a very good solution, and it would help much for platforming, thanks! Glad that you liked the atmosphere :)

(+1)

Ok. So the initial SFX was really harsh that "discover" something one. I couldn't really understand what everything was, and the red marker blinked on a lot of things I wasn't supposed to shoot. Other than that the concept was interesting and movement and controllers were alright. Looks like Dan said a lot of the things I was hoping to say. So yea that's about what I feel here.

Developer(+1)

Thanks for the feedback! 

I believe that with SFX you are referring to the start screen. If that is the case, we take gladly the input; fair point. The intention behind it was to create a tutorial without any text but we clearly didn't deliver it correctly. 

The aiming icon turns red when it reaches mouse position, indicating that now the player is able to shoot, so theoretically should not be linked to the interaction with any object. But good point to write in the list for improvements. 

I hope you still enjoyed some parts of the game :) 

(+1)

Ok I understand with the aimer now...yea just with all the dark area I thought it meant something was lurking in the darkness I could hit...So I shot a lot "ahead of me" thinking something was there

Submitted

I thought it was a really interesting start screen, and now that you mention the "tutorial without text" it makes perfect sense. One thing that you could find interesting (or maybe I just stumbled upon dev secrets) is that in the start screen, you need to shoot fast to reveal the button, which gives a feeling that it will be heavy action, and then in the actual game you only get 3 bullets at a time.

Developer

Lol that is so true! What a pitfall... After the jam, I would like to keep improving the game with all the feedback giving so that will be one of the first things I will fix. Thanks for pointing it out!

Any change to get a basic rating/comment on my own submission! would be greatly appreciated for any feedback. Thanks!

Developer

Final update done! :) 

Submitted(+2)

The idea of no jumping is really interesting concept and I feel it was implemented fairly well. I can tell what you wanted to achieve with this game, but I do think there are a couple things I want to point out.

  • I don't see how the theme comes into play other than I die in one hit. If that was the intention, I'm not sure I feel good about that. In general, I personally find 1 hit deaths to be discouraging and unhelpful for the player. I think the player should take at least 3 hits. This gives the player a hit to realize they're going to have to be a little more careful, think things through, etc and 2 more attempts to get it right.
  • I can tell that you wanted this very atmospheric feel to it and dim lightning, but with the rest of the mechanics, I think its causes some issues. Lighting was very critical and I don't mind it being something you have to replenish, but I do think that your enemies need to be more visible. Even with full lighting I couldn't see dangers, which isn't great, especially with 1 hit.
  • The reticle for the gun probably should only turn a color if its hitting something interactable. Red for enemies, some friendly color or whatever to highlight that it can interact, but youre not in danger. Also, normally I'm not a fan of the reticles being smoothed in their movement, but it does work for this game, so kudos there.
  • I had some issues with the shoot jump mechanic not working all the time which eventually led to me bugging out at some point near the power  up and locking myself into a wall :'(

Overall, I feel like I know what you were aiming to accomplish in this project and it was ambitious and a bit unique, so congrats on going for it! 

Developer (2 edits)

Hey, thanks for playing and your feedback, we are glad that you liked the concept and our intention behind it!

You are fully right, those are fair points. We are working during the 24h-extension to implement some assets and parts of the game that we didn't manage to get yet, and we will definitely take your review in mind :)

The theme Rebirth was not about the respawn of the player or how many hits they can hold, but rather the game story and the reason behind the upgrades. In order to progress through the game and be a hero, the player willingly let the infection progress through to grant them new abilities, so it becomes something else, and therefore the rebirth theme. We clearly didn't deliver it correctly so thanks for pointing it out! The version 1.1 should get the idea a bit more clear, as we added a short end for the story. 

Maybe after the final deadline, if you wanna see the improvements, we would love to hear again your feedback!

Submitted(+2)

Super unique feeling theme - the idea that I can't jump and so every venture deeper is permanent was really interesting especially with the limited light. Dying to spikes felt really frustrating, especially with only having A/D to try and dodge them. 

The sound that is there is ominous, alien and creepy - loved it, but overall it feels a bit empty and lacking.

The title/tutorial wasn't very obvious that that's what it was, I ended up clicking the start button by accident.


If you crouch (S) in the tutorial/title area you can get inside the wall on the right

Developer(+1)

Thank you for the review and feedback, we are glad that you liked the theme and the concept!! 

We totally agree with you though, the uploaded version was missing several assets as we didn't manage before the deadline. Luckily we got now the 24h-extension and working hard to get the game where we wanted it to be :)
Maybe after the final deadline, if you wanna see the changes, we would love to hear again your feedback!

Developer

New version coming with major fixes :)