Worm Go Down by DragonZBW
You are the worm. You go down. Use WASD to move, the mouse to aim, and left/right mouse buttons to shoot. Collect powerups and make your way down to the depths to defeat the Big Dude!

| Web | https://juicecube.itch.io/worm-go-down |
| Original URL | https://ldjam.com/events/ludum-dare/48/worm-go-down |
Ratings
| Overall | 191th | 4.021⭐ | 26🧑⚖️ |
| Fun | 334th | 3.771⭐ | 26🧑⚖️ |
| Innovation | 678th | 3.417⭐ | 26🧑⚖️ |
| Theme | 597th | 3.875⭐ | 26🧑⚖️ |
| Graphics | 661th | 3.875⭐ | 26🧑⚖️ |
| Audio | 300th | 3.854⭐ | 26🧑⚖️ |
| Mood | 249th | 4.065⭐ | 25🧑⚖️ |
| Given | 15🗳️ | 20🗨️ |
(Play and rate and give feedback to some games so more people can see this gem you've made!)
Congratulations on your solid LD48 entry!
Took me a bit to realize it was my own bullets which were hurting me after bouncing around a few times, so I then tried to use the enemy's bullets against them but it didn't seem to work unfortunately.
Managed to get to the end screen, but it felt like the big bad at the end was less difficult than another red I accidentally stumbled across which had a bunch of enemies around it in a relatively small area.
Overall nice pleasant experience.
the progression was really good and it was challenging just the right amount.
the graphics were gorgeous
I think my biggest complaints are the over-use of repetitive sound effects and screenshakes. For sound effects, something as simple as randomizing the pitch of the sound being played would have went a long way in making it tolerable. As it is now, I can still hear the firing and explosion sound still ringing in my ear. They get very dull, very quickly. For screenshakes, while a powerful tool, I think they should have been reserved for destroying an enemy. As of right now, it occurs too frequently, when a simple shake animation and sprite flash for an enemy getting hit would have sufficed (similar animations for the player getting hit would have been appreciated). I personally like to add a brief pause in time as well when the hit connects, both at the enemy, and at the player. Having a screenshake when the player is hit is, however, justified, and I'm fine leaving that in.
I also didn't like that your own bullets collider into your own tail. I dunno if that was deliberate, but it did make the usual run-away/strafe-away while firing that's the core experience of twin-stick shooters unpredictable and not very fun. I think removing just that interaction would have been more interesting.
Still, most of these are nitpicks. I still ended up having a good time!
Didn't really understand where I'm going and why though.