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A jam submission

The World Is In PerilView game page

The world is in peril again
Submitted by Alex Dudman — 3 hours, 35 minutes before the deadline
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The World Is In Peril's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement#4012.8182.818
Overall#4762.5452.545
Creative use of art assets#4882.5452.545
Overall polish#5062.2732.273

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

It's a nice game! I dig the time travel theme.

As others have mentioned, the scaling makes it look weird, and the lack of music and sound effects makes it look unfinished. But I liked it!

Submitted(+1)

It’s a decent game, though there’s lots little bits of polish missing. Probably biggest complaint I have is using filtering for sprite upscaling rather than nearest neighbor. Some sprites do that, some do not.

It is definitely nice to see 3 levels. I think this game is missing some sort of dodge mechanic, maybe a way to swat bullets down? Level 3 gets pretty challenging and feels like you almost need to get lucky to get past the beginning.

Still, I like the idea of saving the world across time, with increasing levels of anacronism.

Developer

Thanks for the feedback! I had been thinking mostly about the original Legend of Zelda for inspiration so I didn't think of a dodge, but it definitely could be a good idea. And now that I think about it, even the Legend of Zelda had the shield for a similar purpose, I'll make sure to consider alternatives as well.

Submitted(+1)

Funny that you mention original Legend of Zelda, I had that on my mind as this morning, from watching a TASBot Run.

Good luck with the Jam!

Submitted(+1)

So much more than I expected from my first glance; 3 worlds, multiple weapons and enemies!

If only there was music/SFX to increase engagement and sharper graphics for better polish, this would be great :)

Developer(+1)

Thanks! Audio is definitely something I would have put in if I had more time, and I've had some feedback on how I could sharpen the graphics as well.

Submitted(+1)

Good job on this game! I didn't realise there was more than one level until reading some of the comments here, so could be good to have some extra arrows or directions on how to proceed after killing the bosses. I enjoyed the variety of weapons and enemies, nicely done there. I would have liked some SFX and extra feedback when hitting enemies and firing weapons, and some music would not be out of place too. The game also seemed to run at an oddly low resolution, not sure why that was.

Overall, though, good job!

Developer(+1)

Thank you! I already got some feedback that going back to the start after killing a boss wasn't great from a gameplay perspective, and I can definitely see it being less clear than I intended as well. Most likely I would opt to use a short cutscene for that purpose instead if I made some changes. Audio was just something I didn't have time for.

The resolution is pretty low. I did my testing in just the small Unity preview window, and didn't realize until I was making builds a few hours before the submission deadline that I didn't make my UI scale to window size and had to just build with a low resolution to make it work.

Submitted(+1)

Nice game! I loved the concept, and it was longer than I expected for a jam game. My main suggestions would be to add some form of sound effects to let you know when something hit, and to make it so that you restart on the current level, instead of restarting the whole game. Overall though, great game!

Developer

Thanks for the feedback! I had initially hoped to have at least some sound effects but they didn't make it in time. I may try to put some in when I patch up some of the other minor issues.

Submitted(+1)

Very nice game! Lot's of content for a jam, and I love the ideas it presents, would love to play a more polished version.

Developer

Thank you! I may try to incorporate some of the suggestions I've gotten once the gamejam rating period is over, some of them should be fairly straightforward.

Submitted(+1)

I like the game design, especially the second level which gave me some old school beat-em-up vibes. I could use more challenge in the boss fights.

Developer

Thanks for the feedback! I agree on the bosses, but it was tough to fit in significant AI with the time limit and just upping the numbers doesn't make very engaging gameplay. It's definitely something for me to think about though.

Submitted(+1)

I noticed that your textures are not sharp. You can change that if you select the sprite asset and change the filter mode from "Bilinear" to "Point (no filter)".

Projectiles at the beginning were very slow. I could easily outrun my own arrow. Then the lasers caught me by surprise when they fired at actual projectile speed.

The view felt a little to narrow. I didn't want to come closer to the "boss", because that would leave me with no time to react. So I ended up shooting in their general direction without seeing them.

The character sprites could use some outlines this should be an easy shader to make.

Usually walking back in games is considered boring and that's why all dungeons have a portal at the end that takes you back. If you insist on walking back you need to make it engaging as well.

Developer

I appreciate all the detailed feedback! Projectiles getting faster in each stage was intentional, but I can definitely understand that the arrows were too slow. I think the difference between the slowest and fastest projectiles could have been narrowed quite a bit for better gameplay, and combining with a wider view and longer engagement ranges would probably help as well. I had the walk back in the game as part of the intended narrative, but it's definitely bad gameplay and probably better done as a short cutscene. Your feedback on the sprites is also on-point.

Submitted(+1)

Nice game, and quite easy to work out.

Developer

Thank you!

(+1)

Very interesting idea, of a statue or knight that comes to life in different eras to fight calamities. There is maybe some imbalance in that the goons with guns are a bit too strong, and the penalty of restarting the whole game made me think of stopping, but I managed to beat it the second time through. Also, most of the assets are a bit blurry, so you should probably check your sprite import settings and turn off Bilinear filtering and set compression to None, as these are the Unity defaults. Again, very good concept for a game, it comes across even with minimal text.

Developer(+1)

Thank you for the feedback! I'm glad the concept was clear enough, some of the details I had planned didn't make it in time. That's also good feedback on the balance, I was more concerned about it being too easy but I guess that comes from knowing how everything works.  I definitely didn't find the best settings for importing assets either, I'll try your suggestions next time I'm working with pixel art.