
Worm'd & Loaded DEMO
PLEASE PLAY THROUGHT THE FULL GAME! FEEDBACK IS REALLY APPRECIATED!!!!!!
Jump - Z or SPACE
Shoot - X or E
MOVE - Arrow Keys or WASD
Recoil - Down + Shoot
Hey guys! This is my FIRST prototype of my 2D metroid-vania "Worm'd & Loaded". This is NOT supposed to be polished and is available for computers and even can be played with a controller(Like an 8Bit-Do). idk why it lags so much ¯\_(ツ)_/¯
| Updated | 2 hours ago |
| Published | 13 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.0 out of 5 stars (1 total ratings) |
| Author | kevthedeveloper |
| Made with | Godot |
| Tags | Metroidvania |




Comments
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I haven't finished the prototype, but a few thoughts on what I have played:
- My main issue is that collision right now feels a little overly hard-edged, which makes movement feel a little unforgiving.
- Enemies early on don't really feel all that active or threatening. Sure, they're early enemies, and it makes sense for them to be easy, but right now they don't even really feel like antagonists. (Or, you know, ant-agonists. :P) I'm just going around killing them because... they're there? Even a simple patrol route, or a threatening animation, or a weapon in hand, or spikes on back might help here, I feel.
- The "recoil" mechanic seems cool. I think that my main issue here is simply that it only seems to exist when shooting downwards, making it feel a little arbitrary. Perhaps a bit of backwards recoil when shooting horizontally? (But reduced when on the ground, I'd suggest.)
-- Horizontal recoil could also perhaps make for some interesting traversal, for that matter! ;)
Still, let me say that this feels like a cool start, and could potentially become a fun game! ^_^
Thanks so much for the feedback! I'll make the collisions smaller so that the collisions are not too unforgiving(I needed feedback because after playing my game like 15 times I got too good at it and I didn't know if it was balanced or not.) I'll try to add an ai enemy system and make the enemies a bit harder in the beginning. I will also add horizontal recoil. In about 35 minutes after this post it should be good to play! PS: Try to get to the boss, its my favorite part!!!
Okay, I gave it another play, and I think that the game is definitely improved by the changes that you made! ^_^
Oh, one thing that I forgot, related to collision: When the player collides with a small step, it might feel better to just have the player automatically move up it, rather than having to jump up every single time.
In other news, I got to the boss! It's a rather cool idea for a boss, I will say!
I didn't beat it: It took a while for me to find a way to reliably hit it without getting so close that I was immediately destroyed, and even then, the seeking shots that it fires don't time out, sometimes leaving me dodging them for a while before they hit the environment! I also ended up with a problem in which it didn't reset its second phase (which I gather gives it a bayonet for melee damage), meaning that I immediately died on attempting to restart the fight!
Still, it's a creative concept--I do like that it initially presents as a weapon-pickup, only to turn into a fight! ^_^
Could you tell me how to recreate the bug?
What happened to me was simply that I died while the boss was in that "bayonet" phase. When I returned, the bayonet was still there.
(I had something similar happen in earlier phases, in which it seemed that the boss hadn't reset its state, but it was quite intermittent, as I recall. You may have to try a few times to get it to happen.)