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Toom World's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story | #4 | 3.444 | 3.444 |
Overall | #7 | 3.422 | 3.422 |
Enjoyment | #9 | 3.556 | 3.556 |
Gameplay | #9 | 3.556 | 3.556 |
Audio | #9 | 3.111 | 3.111 |
Graphics | #12 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
godot
Team/Developer
Aleks, Mike, Tyler, and Sam
External assets
The music and sound effects are external assets
Comments on the jam
We had an awesome time! A month was almost too much time, and the team was definitally losing focus by the third weekend, but that's the challenge with an event like this. Thanks for hosting it!
Reference info
tavoe#2564
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Comments
pretty engaging experience
platforming felt good
the music was good but there was a beeping sound that sounded like a sound effect.
felt like some sound effects were missing (like hitting enemies and dieing )
scaning seems to take awhile to complete (made me wonder whether it was working)
thought the dialogue was ok, liked being able to access past logs
difficulty felt about right all the way through
Graphics and music make a nice atmosphere, liked a lot exploring the place and the interactions with the ship (also the logs are appreciated).
The game freezes shortly when getting close of a door and sometimes the lighting resets, but the game went smooth otherwise(using linux built)
I'm not a big fan of sprites on a 3d world but I still liked the graphics and colors. But sometimes the drone enemy scans and attacks after dying which felt off, and the enemy bullets being of the same color than blood confused me at first.
The platforming difficulty is nice since falling isn't instakill.
Also is the boss a cat or I am seeing wrong?
Wow. This is just great. I have never tried to create a 3d game in Godot, how hard is it? Is it much harder than 2d?
I really see you put a massive effort into the game. I had a lot of fun but unfortunately haven't managed to finish it. I managed to get to the point where I had the dash ability. The puzzle levels are great, I would love them to be less punishing. Sometimes it felt a little bit like a precision platformer :D.
Thanks for playing! I would say making a 3d game in Godot is much harder than 2d, but by no fault of Godot...3d games just require a lot more effort and disciplines to get to a similar level of polish than 2d.
Tavoe was the workhorse on the less glamorous systems. Coming into the project he had the most experience on Godot, Blender, and general game development. I cannot understate how much time he put into making things work so we ended up with the game we have now.
As for the puzzle levels and character actions... You can blame me for those. I thought of each jump as a little puzzle that needed to be solved to complete. Being the person who made the glide and dash, and a fan of precision platformers, I found my traps to be of medium difficulty. However I know better now.
If you're interested I could tell you of some of the tech problems we ran into for 3d, though tavoe would be able to give the most detail.
Thank you so much for such a detail answer! I really appreciate it! Don't feel bad for it! It's part of your game magic, what I would do instead of decreasing the difficulty, I wouldn't punish the player with death there but maybe with a teleport or something :).
I definitely would love to get to know about the challanges you had! :)
3d is definitely harder, but its not impossible or anything. I was thinking of making a video talking through how the project was made as a learning resource if anyone else tries to do something like this.
The dash room seems to be tripping up a lot of people. We put in an 11th hour fix to make it easier, but it's still too hard. And yes, the main designer for that level does love precision platformers :D.
Honestly, I think the extra time spent building a 3d game was time we didn't spend balancing the game. Next game jam, I'm going to focus on building a simple 2d game and make it as fun and balanced as I can.
Thank you so much for your reply! I would be more than happy to watch the video about your game and its development process!
I finally made a video talking through how we made tombworld. It ended up being really long, so I totally understand if it's not something you end up wanting to watch!
https://www.youtube.com/watch?v=6BCSyECOD0A&list=PLhpXW0xQ45NT1XayjnHBK8z1cbPaK4V_t&index=1
Pretty cool game. Love that someone made a first person Metroidvania to play this time! Controls work great, graphics are good, love the soundtrack! I wish the scanner took a little less time to hold down; I couldn't figure out what to do the first time around. Took me forever to figure out where to go first also, but once I figured that out I was good to go. Love the glide, and the green gun.
Game started bugging out once I went to the room where gates keep opening and letting more enemies out. First time I destroyed all of the enemies and the last gate wouldn't open. I reset the enemies and it worked the 2nd time. Once I went into the room it somehow teleported me into the room with all the white cylinders where you get the glide. I glided back over to the exit door and then I was outside the whole world for a second and then it crashed to desktop. Wish I could have gotten further, but don't really want to start over now. Solid entry nonetheless! If you want any details on the crash let me know what to do and I will see if I can help. I am playing on Windows 10 btw.
Heya! Worked on the game, and thanks for the play! Tavoe worked insanely hard on all sorts of systems to get a 3d game working in a month. One of which was room loading and cleanup, which I'm highly suspicious is the cause of your issue. He had to remove loading rooms in a background thread (cuz of crashing on our machines), and hastily implement the room cleanup code. We'll see what we can do about it.
In 1995 or so this could have been a demo/shareware version for a AAA title.
No submission so I can't rate but did want to leave some feedback.
Everything was pretty well polished. Story was interesting. I like the interaction with the ship. The UI with the logged comments was a really nice touch and being able to go back through dialog to see control instructions was really well handled. Map layout was good...just confusing enough be engaging and convey exploration without feeling completely lost. Some of the levels were a little frustrating but that was more to do with the controls (or my own lack of skills).
The real only issue I had was with the controls, specifically the dash and glide mechanic. I would have preferred to just hold space to glide and have shift dedicated to the dash. It just felt a little clumsy like I was spamming shift a lot. It made some of the more challenging levels a little frustrating,
Good luck in the voting! It is obvious you put a lot of work into this.
Thank you so much for playing Toom World!
A lot of other people had the same issue with shift to glide, so I just uploaded a new build that uses space to glide, along with a few other quality of life improvements. Originally, we wanted to reserve space in air for double jump, but we cut double jump, so it was silly to leave glide bound to shift.