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wormsoft

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A member registered Jun 15, 2020 · View creator page →

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they weren't lying - the mode is a challenge :o

you "build" the ladder so you can "scale" it. poetry.

very easy to pick up and play but with a unique take on the somewhat familiar mechanic of stacking objects (you're moving the falling objects instead of catching them)

i really like the new hazards that are introduced over the course of the game, it really adds extra motivation to keep going and see what the game can offer.

it'd be nice to see some sort of extrinsic motivation to keep the ladder as straight as possible like a downwell style combo system or something

also a surprisingly sweet ending? :o

gonna go play challenge mode now

executing the shrink-jump feels great

very cool to see secrets in a jam game

i can't help noticing a slight jitter in the player or camera movment. it looks like what i get when my camera have position smoothing enabled but it could be any number of issues

overall 10/10 really made me feel like bob

the most polished game i've played this jam? really makes me understand why people work in teams. downright criminal that it doesn't have more ratings

nice use of window scaling - i've seen the mechanic used to change the visible space but not for scaling the world like this. it can be a bit difficult to get the size precisely right especially when hazards are on-screen but overall a solid implementation

lots of nice juice makes for a very polished experience, though i do think the sound effects are a bit quiet in comparison to the music. a surprising number of levels too considering they're quite well designed. bonus points for getting itch to call it a gnome game

i've seen the window scaling theme a few times but using the limited info available to the player to make for a kind of horror game was very smart, bravo!

big fan of being able to swap sizes on the fly, it feels like there's probably a really high skill ceiling and lots of cool tech that could be pulled off, especially with the crazy movement of the glider (the best guy)

the timestamp is much appreciated :)

sorry i missed you playing!

honestly might be the best-looking game i've seen in this jam! this is a great concept too. i get stumped really easily by the puzzles but that's probably just a me problem :P

the cycle of iterative upgrading to get further really draws you in and makes for an addictive experience, especially with the drive to find out what the next car is going to be. good work!

very intuitive which i appreciate in a strategy game because i'm bad at them :)

the clicking and dragging feels great, though it would be nice to have a way to de-select (forgive me if there is a way that i didn't notice)

took me a while to pick up but very fun once you grasp it! it can quickly get very chaotic in a way that's very fun to watch

the sudden drastic changes in size maybe feel more suited to a more fast-paced and frenetic game but this is nonetheless a very well put-together game with great polish and an immaculate vibe

clean and simple in a very elegant way - there's really nothing at fault here except for a few small nitpicks ie. the music not looping (this should be just a checkbox in the import settings in godot)

i'd also love to see some bouncy animations for the cat :3

probably one of my favourites of the games i've played from this jam. it hits all the notes i love from something like katamari but with a completely different and unique concept. i'd love to see this one expanded!

best name in the jam probably

very charming presentation! the choice of mouse buttons for two of the main actions is a little unconventional but not too obtrusive. the difficulty scaling between the first and second levels is a little stark - i got the hang of it eventually but it may benefit from another level in between of a more intermediate difficulty. the movement tech is also much appreciated!

first game i've seen here with cutscenes which is very cool. i think you really nailed the game feel here, the sounds especially go a long way. though i think it may feel better if the player accelerates to their top speed slightly faster - jumping from a standstill for instance feels slightly off to me. overall i had a lot of fun!

great use of the theme and very slick presentation from the aesthetics down to the lore

it'd be nice to maybe see some indication when a button is moused over but that's obviously a secondary concern in a game jam like this

had a great time very glad i stuck around for the ending

the one thing i'd like to see would be some more feedback in the ui, ie. indication if you can afford a certain item

dropping a comment so that i can hopefully remember to come back and try it out if you get to upload

i absolutely love the concept, i'd be interested to see if you take it further. it's a bit tricky to get the ball out sometimes but it's smooth sailing once you get going

oh and bonus points for the name of course :3

it really feels great when you get the right angle and fling yourself upwards, i get the impression there's some potential for real mastery and you could whiz through if you get into the right rhythm

i'd suggest repositioning the grappling hook's sprite relative to its parent node so that the hook's point is in the center to make the rotation look more natural

it's both elegant and well-executed, what more can i say

very chaotic fun! i'd be interested to see how this would play without the rotating camera

unlike others i'm a big fan of the machine gun but i just can't help thinking of green meaning grow and red meaning shrink instead of vice versa

otherwise great work! :)

cute game! the world turned out to be much more labyrinthine and full of secrets than i expected :o

heh, x-ray