Deliver to Whence you Came by JUSTCAMH

Play on web
The world is alive, and your task is to feed it. A complete puzzle platformer, with an ending to strive for, multiple biomes, mechanics and twists along the way. I hope you enjoy!
Game made by JUSTCAMH with music by Robotmeadows
Ratings
| Overall | 12th | 4.401⭐ | 93🧑⚖️ |
| Fun | 75th | 4.106⭐ | 92🧑⚖️ |
| Innovation | 3th | 4.697⭐ | 91🧑⚖️ |
| Theme | 455th | 4.039⭐ | 92🧑⚖️ |
| Graphics | 247th | 4.192⭐ | 93🧑⚖️ |
| Mood | 14th | 4.505⭐ | 93🧑⚖️ |
| Given | 48🗳️ | 55🗨️ |
This one is my favorite entry, because of how clever the design is.
I had a great time! Getting the lure was a real wow moment and the levels are more and more reflective as they go (coding the pathfinding must have taken so much time omg)
the music was on point ! and i really liked the sounds made with the mouth.
A great game, once again
Great work!
The art and sound obviously elevated it. Such a strong atmosphere. Beautiful music.
Some of the best moments I've had playing a video game in a while. For a jam game to do that is quite the accomplishement. Incredible work.
EDIT: played it further, I think the later levels do better with the unpredictable aspect, (also maybe a level where you use a slug to cross a big gap by riding it sorta would've been cool, idk I love that mechanic)
None the less, amazing level design all around. It's unreal how much you were able to communicate here just by showing and not telling. I wish I knew how to subvert expectations as hard as you can lol.
Graphics and audio were amazing as well along with the mood. The sfx for when you left a level were damn calming as well. I'm guessing that's you humming into a mike or something lol
The first reveal was amazing
Seriously though all of these mechanics are super interesting, this is a really deeply engaging and dynamic puzzle platformer
Because of the title and the few empty screens after kicking the ball very far, I thought you'd have to go all the way back on the past screens, but apparently not. I don't remember if you had Lure at this point, so maybe those screens were meant to play around and test it, but since you could just run through them I didn't pay attention.
The environment/slugs are interesting and creepy at the same time. As others mentioned, move is sometimes unpredictable, and even when you put the bait very close to their head they do a weird complete turn. I realized only their head can "see" the lure glow, which sometimes makes it hard to get a slug rolled on itself to move. I feel like the mechanic is something that's meant for more organic shapes, but you managed to make it work with tiles.
The later levels cleanup the environment for a more puzzle feel with only a few slugs, I liked them! I wonder if you started by thinking about simple puzzles like this then added the more organic screens with slugs everywhere, or the opposite. I feel like the first levels could have been the ones with few slugs for a more traditional tutorial approach, but in this case you'd lose the "wow" effect of the whole environment moving.

The idea and implementation are great. I really liked the narrative. How we walked on strange tiles, and only after using the bait it became clear that we had been walking on slugs all this time. The ending is awesome too.
I replayed it for the second time in the hope that the game has a second ending where you can kick from a safe distance :D You could just make a barrier from above so that the projectile that we kicked would fly, could not physically fly in a straight trajectory to the target. Then people would know for sure that there is no way to do it. Without invisible walls for this :D
Thank you for your game, work like this inspires me and give me joy!
Edit: Link to Twitch VOD https://www.twitch.tv/videos/1810045623?t=02h34m50s
But when the wall start moving that was really unerving and fascinating. As you progress you get a better understanding how to control them.
Really awesome concept and level design.
My gameplay was really slow (compared to the numbers in other comments). And I love the concept. Surprised me by emotions. My play session https://youtu.be/UEcqvckFdSY
I love the mechanics! great execution and definitely a genius idea! i can see this excel and become a long lasting game! great job!
The atmosphere was really nice. Part of that was of course due to the robotmeadows music, but the art and sound did a lot too. I think if I had a complaint here, is that it was sometimes difficult to tell what was move-able ground and what was blank space because a lot of the tiles were so dark.
It's cool to see you progress over the past few jams. Really nice work!
I really enjoyed playing it and in the almost-last level I just kept throwing lure around to see what interesting patterns I can make the earthy worms make. Everything seems thought out and super polished, and the music fits perfectly. The ending is very creepy (in a good way) and fitting. Superb job!
I managed to bug an earth worm once. I threw a lure near the ground and the poor wormy guy was just thrashing around trying to get to it and eat it. He finally unbugged himself and managed. Must have been quite a tasty morsel :wink:



wave of 5*s, expecting medals, definitely deserves at least SOMETHING for such a lovely implementation of the core mechanic, such a lovely thoughtful artstyle and such a great soundtrack, and tone. it's just all around a banger, what is left to say.
again, the only criticism I have is that it feels like the design on SOME parts (though not all parts) was "I just threw a bunch of slugs down and the level turned out like this and it feels kinda good so cool this is the level now" while others are specific puzzles that have a clear and usually cleverer solution than the ones where you're just throwing out balls until you randomly get a working path. but it's hard to call that a criticism when it isn't even like it's poorly designed, the levels did turn out pretty good and that is a valid design method, just those levels turned out marginally lower quality than the more thoughtful levels (but still better than 95% of the games this jam)
good luck is all there is to say, hope the voting roulette goes in your favour
I LOVED the kicking mechanic. It was super fun to do and felt skill based throughout my playtime. The reveal of the worm-platforming was mind blowing. Something I always find invaluable in a jam is being able to create moments like that. Seriously, amazing props for handling that so elegantly. I enjoyed the music and atmosphere a lot as well. Super well put together.
My only gripe with this game is that the level design tended to fall a little flat when the challenges weighed in favour of populating the screens with more worms rather than creating discrete puzzles for the ball and the player. Tight level design that increases in complexity is hard to do in a jam at the best of times, but especially when the mechanic is as fluid as yours. At its worst, this lead to scenarios where I felt like I broke the level without knowing what I should have done in the first place. So my only feedback there is to lower the number of moving parts so as to showcase your level design chops especially in the later levels.
Outside of that, this was a really special entry. Props for making it, and best of luck in the jam!
It took me longer than I would like to admit to figure out the exact nature of how the worms were moved by the bait, and I never got a full grasp on the jar's effect, but that didn't get in the way of having a good time.
I felt like maybe some of the levels could have come in a different order, as it seemed solid walls with fewer worms made for better learning grounds, at least for me. There's something to be said about the wow factor of frontloading some levels with plenty of worms too, so it's not necessarily an issue if I do eventually learn it.
This game left me wanting more. Very well done!
Here’s the stream if you wanted to watch initial thoughts (timestamps in the description to jump to your game!) [youtube link](youtu.be/Y-lHyYRQspI)
really cool concept. The worms were cool and I liked the ending :v:
All of your entries are quality, though I thought it lacked a bit of the challenge of your previous entries. I liked the music, the whole atmosphere and the worm "behavior".
Sorry, that I did not play it on stream this time, but at least I was still able to give it a rating in time. :v:

I passed the whole thing in 20 minutes. Thank you for this amazing experience!
I like how you try out unique ideas like this. The mechanic can be a bit frustrating in the more complex levels.
This segment in particular was quite tedious, and I even got stuck just before finishing!

But I endured and managed to beat the game!
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With some adjustments and tweaks the mechanic could become even more fun.
I bet you could use it in many different ways, so I'll hope you continue experimenting with it further!