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Oct 27, 2011 | 12:01 PM EDT
  • Daily Feature October 28, 2011

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Medals

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Deformed Cactus 5 Points It's a secret!
Skeleton Suit 5 Points Don't tell anyone!
Baby Steps 10 Points Beat the first world
Dedicated 10 Points Kill everyone in level 7
Deep Fried 10 Points Beat the second world
Found a Bug 10 Points Beat the third world
Saved by the Elevator 10 Points Barely reach the exit
Amateur Surgeon 25 Points Beat the boss
Armed to the Teeh 25 Points Own every gun
Playing With Fire 25 Points Stay close to the worm
I'M THE KING 50 Points Buy the SUPERTHING
Moneymaker 50 Points Collect all the coins
I'M THE BOSS 100 Points Beat the worm levels and secret level without using the acid-walk boots

Author Comments

Run! Shoot! Kill! Jump! KILL! RUN! SHOOT! BUY SHIT! KILL! SHOOT! RUN! JUMP!

This game is pretty hard!

Controls :
Arrow keys to move, space to shoot
or (customizable set) :
WASD to move, k to shoot

You can use the mouse or the keyboard to navigate the menus

Thanks for the frontpage! Enjoy!

Reviews


AlloyiscollAlloyiscoll

Rated 3 / 5 stars November 6, 2011

Review

I haven't finished the game yet but I've seen enough to know that it's really hard to beat. YOu have too many things to jump over and with that your opponents overflow to the point of you being outnumbered having to turn around constantly and shoot just not to die. And the monster is just too fast.


Joelasticot responds:

Don't you just hate games that don't beat themselves


KamlynKamlyn

Rated 3 / 5 stars October 28, 2011

Rated a 3

6/10 stars. I haven't even left the tutorial, i became discouraged after it told me i could customize the controls, then couldn't set left click to attack. Some people want one hand on the keyboard and one hand on the mouse... Don't tell the user they can customize if they cant fully customize.


Joelasticot responds:

lol, quit whining and just give the game a shot dude. Most flash games don't even let you rebind the keys


alerson500alerson500

Rated 3 / 5 stars August 9, 2012

fasil


Joelasticot responds:

Says the guy who hasn't beat the game


AceAngelAceAngel

Rated 3 / 5 stars November 1, 2011

Fun romp, but greatly flawed (Fix Level 18)

The game is really great and fun in all regards, but frankly speaking, I'm disappointed with the lack of polish and testing this game went under.

It's clear no actual platform or gameplay mechanics where cleaned up nor rigorously tested, by the fact that you die about 1/3 of a hitbox above the Lava, and the way you character suddenly drops at terminal velocity if they hit a wall head on, making certain levels next to impossible to travel in.

Add to the fray that fact that the screen shaking of the Worm actually causes your Hitbox to be read differently, is another recipe to either 'luck' or 'disaster' which frankly, in this day and age of gaming has stopped existing for a reason, if you make a difficult game, make it a human based skill based upon mastering the game, not one where elements bring in luck outside of one's skillset.

Level 18 is especially a culprit in this regard, since near the end, (the part where you have several platforms to jump on in a small tight space) you have exactly little over a hitbox area worth of jump on the 4th plaform, and unless you can get in with surgical precision with the walk-slide, double jump trifecta going on, completing said level amounts to little more then luck, since any memory related or muscle skill is thrown out of the window.

I was able to make past level 18, near the end, not because I spend over 2 hours retrying the level, but because I actually waited for the Worm to get close to me before making the slide double jump formula with the screen shaking, which threw my hitbox around.

The added impact of enemy bullets and weapons which slow you down also does very little in the flow of blood to my rage, since last thing tightly contorted spaces requires is something throwing off my jumping and running velocity next to nill. You could have made sure that the 'slowing' down damage being down to me is accumulative, but it's not the case, hence there is no actual draw back to having an army of beetles following other then DPS.

I don't know what else to say which hasn't been already said. This game would be great if it was polished, before it was booted out of the door before it could even tie it's shoe laces. It could have made a great game fantastic, but as it stands instead it makes a flawed game pretentious (as if it's wants to be a spin-off from Super MeatBoy).

Please, fix and make the game more accessible to a humans skill, don't put in cheap death which are out of the players control.


There's some debate, but overall people find this review helpful
Joelasticot responds:

I'm sorry to say but it seems like you imagined some problems!

You see, the collisions rely solely on the unit's coordinates. For "feet collision", the unit will react to the tile its feet touches - except for acid tiles. If the tile below your character is an acid tile, you have a bonus 10 pixels margin before your unit reacts to it. That means where every tile in the game reacts to your character's feet's position, the acid tiles react to 10 px above that position. When you fall in acid, the SFX appears above the acid tile so that all the particles don't spawn into the acid (since your character will already be 10 pixel or more into it)

Now, concerning the screen shake causing "your Hitbox to be read differently" - that's wrong also. When the screen shake, it's the whole game "container" that shakes - the object that holds all units, tiles, particles, etc. All the collisions are calculated using LOCAL coordinates - that means the position of the container has no effect whatsoever on the collisions, because it's all done WITHIN the container. The container could be upside down, twice as big, rotated to 30 degrees or halfway across the map, it would have absolutely no effect on the gameplay.

"[...] and the way you character suddenly drops at terminal velocity if they hit a wall head on [...]" Now I think you're just trying to piss me off. I have no idea where you could have gotten the idea that wall collisions have any effect on vertical velocity because it just isn't in the code.

Next time, before you INSULT a programmer, telling him that the code that HE wrote and that you have (I assume) not read isn't right or wasn't tested (jesus... the hours I put into this!), make sure your issues with the game are legit and not just in your mind.

By the way, you can verify everything I said by downloading the game to your desktop, decompiling it and looking at the code. Good day!


WilechaserWilechaser

Rated 3 / 5 stars June 26, 2012

Okay. Would be happier if there wasn't a lag when he jumped.