Angry Worlds by MeronSoda
Play it free :video_game:
*I messed up everything during production, including a project corruption issue, which ended losing the original version. Anyway, I've put my maximum efforts to keep clear about what belongs to Jam version and what does not in my Post Jam Devlog. I am really sorry for that, it is my first LDJam so a lot of issues happened. Also, you can see Frankie playing an earlier glitchy version in Frankie's Video Archive (time: 4:17:12).
Description
You control a small and angry planet in this platformer.
I dare you to beat the big boss at the end of stage!
Although it is not compo, the game was made solo by me. The programming and art. It is pretty tough to make a game alone, specially in 3 days! X_X
Gifs


Video (outdated)
https://www.youtube.com/watch?v=9COy__70TBQ
Screenshots
Technology
- Engine
- Art
- Audio
Comment Feedback
Wow! So many replies! Thanks everyone for the replies and for reporting bugs! I am not a pro artist (as you can notice), so the art skills are... meeeh. I could do better art but it would take FOREVER (which I don't have during the jam, or during my life :joy:). My background is actually from a Computer Scientist (not even a programmer, lol).
I may patch bugs reported if I have some spare time and the bug report is VERY IMPORTANT to me, because it allows me to learn better.
I wish I could reply to every single comment, but the system won't allow me. :worried:
Check my Post Jam Devlog
PLANNED FEATURES
- Extend gravity attack to the whole game, not only boss battle
- Add a gravity attack gauge with autofill cooldown
- Art upgrade
Music Credits
Music by Incompetch
- Air Prelude Kevin MacLeod (incompetech.com)
- Local Forecast - Elevator Kevin MacLeod (incompetech.com)
- "Gregorian Chant" Kevin MacLeod (incompetech.com)
All Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/
| Original URL | https://ldjam.com/events/ludum-dare/38/angry-worlds |
Ratings
| Overall | 454th | 3.265⭐ | 36🧑⚖️ |
| Fun | 312th | 3.294⭐ | 36🧑⚖️ |
| Innovation | 728th | 2.206⭐ | 36🧑⚖️ |
| Theme | 469th | 3.265⭐ | 36🧑⚖️ |
| Graphics | 491th | 3.206⭐ | 36🧑⚖️ |
| Audio | 365th | 2.906⭐ | 34🧑⚖️ |
| Humor | 403th | 2.531⭐ | 34🧑⚖️ |
| Mood | 552th | 2.912⭐ | 36🧑⚖️ |
| Given | 24🗳️ | 78🗨️ |



Things I recommend:
1- Add one of the star enemies to the very beginning of the level, or place a checkpoint just before you first see them, so that the player feels safe enough to experiment with them and realize they can be crushed by jumping on their heads.
2-Add more checkpoints overall!
3-Spikes seem to have very wide hitboxes. I got hit a few times when it felt like I shouldn't have. Considering they kill you in one hit, its really important to make their hitbox forgiving!
Stream where I played the game: https://www.twitch.tv/videos/139473859 (starts at 4:17:12)
+ No installation required
+ **More save points**
+ **Improved jump physics**
+ Easier boss battle (apparently some people couldn't beat it, haha)
+ A **new enemy** (the binary)
+ **Secret passages**
+ Fixed spike collision boxes
+ Better level design that teaches how to deal with in-game mechanics and enemies
+ No visual bugged tiles
+ Control screen now tells gravity attack is "boss only"
All of your suggestions were already patched by the time you played, it was all **Itch.io's fault**! :rofl:
Seriously, that version was from jam day 1 or 1.5, I think. '-'
I already deleted the wrong one, so it doesn't happen again. :grin:
I got stuck in an enemy and now he's tag bagging me, this game is very NSFW
A shame because the controls are great, and the initial level design is solid. It provides the controls clearly, and allows the player to practice and learn each new game element in a safe manner. If I didn't have the aforementioned issues and be able to progress beyond the 2nd level, I think I would have enjoyed the game a lot more.
As for the game itself, it's a nice little platformer. I wouldn't say it's breaking any records for innovation, but it plays super well for what it is and it would definitely stand out in the genre if you continue to work on it
Really nice job!
Firstly - I did the art on our game after our artist dropped - and it was naff compared to what you've managed on top of putting a game together by yourself, so NICE ONE!
This really seems like a fun little game and I like the interpretation of the theme. I've not been very good at "classic" platformers for..... a while now heh so honestly I've sucked at playing this.
I found one slightly game breaking bug (which was probably just me being crap) where in the area just after the first check point if you manage, with great skill, to NOT kill the stars as you fall, they can punt you against the far wall and get you stuck just bashing against.... something? Off of the screen. With no game over or return to checkpoint, just infinite collision noises.
But regardless, great game, specially for a one man band :)
If you get a mo if you could swing by our game that'd be great :D
well, it's very hard and with some bugs (i've been stucked a lot of times), need some polish, but i like! good job
+ Freezing on star collision
+ Not respawning on death
Thanks for the bug reports,
@frankiesmileshow , @omiya-games, @batmanasb, @Rixud ,@Juri, @abhimonk, @rodrigo-denubila.
I don't know if you guys above will receive notifications, but i'll try it anyway.
The game still needs more checkpoints, is very frustrating when we die and respawn too far
Even more save points (two of them). Guys, 6 saves in a single level... I don't understand this generation. :rofl:
Thank you, I never take the critics to the heart, actually I like it because that is the way I improve. The amount of experience earned from this jam is a big deal. The current version is already full of fixes/requests from several people, and I am pretty aware I didn't build it alone but **with all of those feedbacks**.
I don't know about any music or similar glitches in the **downloadable version**, are you playing from **browser**? Because if that is the case, it is not my fault. The only way to export to browser (so Mac and Linux users can play) is to use the beta version from Game Maker Studio (Early Access v1.99.533) in which the music is glitchy for HTML5 and all I can do is to wait for a stable version to be released.
### Known issues:
+ Audio pause/stop functions usually don't work
+ Restarting the game won't stop credits BGM and won't start the stage 1 BGM
+ Audio sometimes delays a lot when compressed
+ Boss BGM will stop playing after player dies and goes back to save point in previous screen
It is a Game Maker Studio (Early Acess v1.99.533) issue, the only version that can at least generate HTML5 builds with GMS Physics. It was already patched but not released, and all I can do is wait for a stable version to be released.
The HTML5 version is meant to be played by Mac and Linux users, because I am poor and cannot generate those builds. :rofl:
Most of the game wasn't too hard, but the boss fight could be really unfair at some points. It is just impossible to catch the moon when it is one of the closest ones, so maybe you should restrict the moons which can be fired to a certain minimum distance from the player or something along those lines...
Sadly, I haven't found any of the secrets you were talking about, although I did find some spikes I could stand in for some reason :smiley:
Cool entry!
The game used to be harder, but people couldn't pass the first pit before the flag, so I made it easier and easier in order to help people reaching the boss.
At first concept it was like Megaman, only a save at the middle of stage (before the abyss), and another one before the boss.
To actually solve this issue, I would have to make several levels of difficulty, which is out of scope.
The secrets are like in Donkey Kong, you have to search for it, and those passages usually help you avoid stuff. It is indeed well hidden, lol.
Yeah, the boss can be polished, but it takes some time to do it. But I am aware of what you say, I've already spotted a lot of stuff I could do about the boss. It used to be more challenging (faster moons). But it is still possible to catch the moons even the closest ones, it adds to the unpredictable factor. :grin:
The fake spikes are a clue, its on purpose. :wink:
I would like to add some procedural stuff too, but not going full of it like *Spelunky* :video_game:. Procedural content was also out of scope though, so its better to stick with deterministic approach. :smiley:
I found the platforming to be pretty challenging and the yellow enemies are pretty tricky to mitigate - though I'm not exactly a platforming expert by any means. The controls are pretty solid and precise but I feel the levels may over-rely on the double-jump, and as the up button this got pretty tiring, I ended up using one hand on the arrow keys and the other hand controlling the jump button and that felt more natural. The music feels a bit out of place (in the first level, anyway)
https://www.youtube.com/watch?v=z8tza0thP_g