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GGJ Archives 2009-2012

The World`s End

Game Information
screenshot
Short Introduction: 
You can attack rice fields as swarm of grasshopper in this game.
Platform/System: 
Windows
Brief Play Description: 

Player controls a swarm of grasshopper to eat all the rice fields in this game level.

The swarm has a life gauge which is reduced if the time is flowing without getting any rice.

The objective of this game is to take as many rice as possible within the time limit.

Achievements and Credits
Team Image: 
Contributors: 
ghostonline
Contributors: 
minahito
Contributors: 
Tsuchiya Hirotoshi
Contributors: 
BPM
Contributors: 
Sigit Kusumanugraha
Contributors: 
morisoba0121
Credits: 
Kim Taegun: lead game designer & sound designer Minato Kazuhisa: game designer & lead programmer Kato Takumi: game designer & game developer Mizutani Yousuke: game designer & programmer Tsuchiya Hirotoshi: game designer & programmer Sigit Kusumanugraha: illustrator & CG designer bgm_maoudamashii_neorock04.mp3 Neorock (http://maoudamashii.jokersounds.com/list/list_bgm_neorock.html) kinozawameki.mp3(edited) On-Jin (http://www.yen-soft.com/ssse/) break01-02.mp3, explo1-4.mp3 Otonohappa (http://www.geocities.jp/spacheeg/index.html)
Downloads
Game Files: 
Installation Notes: 

We_var2.zip is the latest version.
We can`t delete old version of the game file `we.zip`

0
Your rating: None

Submitted at Tokyo University of Technology (Japan)

Longtail

"The World's End" Impressions

Rocked the land with locusts and wife the other day.
Below is an excerpt of the wife's shrieks and giggles.

- Upon first seeing the title graphic on the GGJ project page:
"Everyone likes it gross, don't they" (beat) "Hey, don't you quote that!"

- Downloaded ver2 of "The World's End", unzipped it and hit the .exe...
Selected "Fantastic" Graphics quality on the configuration screen.
(Assumed it's from the Unity package.)
Tad confused by the long list of settings on the Input tab.
Didn't look that complicated during the show & tell after the Jam.

- Anyway, here goes. Hmmm. Looks like the title screen doesn't fit
regardless of the resolution we pick (playing on a 1366x768 notebook).
The configuration screen seemed to be correctly acknowledging
the notebook's optimal resolution, though. Hmmm.

- No worries, let's take a look. Wife starts playing.
Shortly, the screen flashes monochrome and the skybox changes:
"Wow, what's going on!?" ...Certainly made an impression, yessir.
The 3rd (or was it the 2nd?) phase, with the light shining down
through the clouds, almost had a divine feel to it.

- Polygon building disintegrates: "Water tower's sinking!"
...It wasn't quite obvious that the locust swarm
was the cause of this damage.
Delaying the start of the destruction effects,
and accelerating the destruction effects themselves,
might have made a stronger impression.

- Wife is getting used to the controls: "Aha - locusts chow down, world ends."
"Stay calm and on level ground - won't miss the rice fields - won't die."
(3D graphics keep will-o'-the-wisping us off the beaten path and to our doom.)

- No more chow in sight: "Paddy fields, where are yooou?"
"Why can't I climb over this hill!?"
...Ran out of health shortly afterwards - game over.
She was close to hitting the red-sky phase of the game.
Seemed to hit the occasional collision "bump"
which looks benign but slows/stops locust swarm progress.

- Retrospect: "Fun game. Fun, but a tad motion-sick here..."
...She's on the somewhat-susceptible side of 3D-induced hurlage.
Another factor may be the mouse's steep reaction curve
(or whatever you call it). Might have helped if
the locust swarm were slower to react to mouse-steering input.
Requiring players to hold the LMB down to steer might work too.

- Overall: "The locust swarm looks a tad bland."
...Might have been visually compelling if the locust swarm
increased its... erm... uberness through consuming the rice.
e.g. Some way of conveying that each locust was growing larger.
This could coincide with the skybox changes.

- On a tangent from that idea, increasing the Area of Eating
as the locusts grow might have helped counter-balance
the mortality factor induced by the health bar.
(I'm assuming it decreases faster and faster with each phase.)
More efficient eating might allow players to consider
flying back to a previously-visited area for leftovers.

- Things *I* liked about "The World's End": the choice of music,
and the skybox changes. Nice way to alter the feel of the game.
And the monochrome noise effect is a great idea
that helps the player "accept" said skybox changes.

- The show & tell session at the Tokyo node felt just right
and was a lot of fun to watch.

Great job, Inago Kenkyukai ("Locust Researchers", Team #4 @ Tokyo),
'twas a fun one!

Passers-by: If you read through/past my wall of text,
you owe yourself a taste of this game.
And don't forget to comment here!

Longtail

The World's End プレイコメント (Japanese)

夫婦でプレイしました。以下、ワイフが発したコメントを中心にお届けします:

・GGJサイトの紹介ページでタイトル画像を見て:「みんなキモチ悪い系好きなんだね」
 その直後に:「あー待ってー、それは書かないでー」

・ver2をダウンロードしてインストール後に起動。
 コンフィグ画面(Unity由来のものでしょうか?)でGraphics qualityをFantasticに。
 しかしInputタブの項目の多さに2人でプチ混乱。あれ、こんなに複雑な仕様だったっけ?

・見切り発車でひとまず起動。解像度切り替えやウィンドウモードをオン/オフしたものの、
 1366x768のノートPCではタイトル画面がどうしてもはみ出してしまうようです。
 (コンフィグ画面の解像度検出自体はうまくいっていた模様。謎。)

・気を取り直してプレイ開始。しばらくの後の画面ノイズエフェクト+skybox切り替え後:
 「何これ何これ!」 …かなりインパクトあったみたいです。
 特に3段階目(2かも)だったかの、雲間から差し込む光なんて神々しくすらありますね。

・建物系オブジェクト破壊時:「給水塔が沈んでいくよ!?」
 …イナゴの群れの影響で破壊された、という因果関係が
 ちと伝わりにくかったのかもしれません。
 破壊開始タイミングをちょい遅く、破壊速度を速くするとインパクト上がったかも。

・ゲームプレイに慣れてきて:「なるほどねー、イナゴに食い荒らされて滅んでいくわけか」
 「落ち着いて平地を進めば田んぼはちゃんと見える。ゲームオーバーにならない」
 …3Dなもんで、嬉しくなってついオフロードに出ちゃうんですよね。僕もです。

・周囲の米を食い尽くして:「田んぼはどこ、どこなのー? 登れないの、丘の上には!?」
 …直後にゲームオーバー、エンディング。空が赤くなる段階の1つ前まで進んでました。
 超えられそうで超えられない段差ポイントがたまーにある印象。

・プレイ終了後:「面白い。面白いけど酔うな」 …ワイフがちと3D酔いしやすい体質なのと、
 マウス入力の反映がピーキー気味だったのが一因かもしれません。
 ちょいアソビ入れるか、左マウスボタンクリックダウン時のみ
 ステアリングを有効にしたりするといいかも。

・プレイ後のコメント:「イナゴのグラフィックが地味」
 …米を食べていくことで自機の見た目がパワーアップすると
 ビジュアル的に面白かったかもしれませんね。
 個々のイナゴが巨大化してそうな印象で、
 タイミング的にはskybox切り替えと同時とか。

・さらに欲を言うなら、自機のパワーアップとともに捕食可能範囲も広がると、
 ライフメーター的な死にやすさのカウンターバランスがとれるかもしれません
 (進めば進むほど減りが速くなってるんですよね、これ?)。
 食べ残しを食べに戻ったりできそう。

・個人的にいいなーと思ったのは選曲と、skyboxの変化です。
 ガラリと印象が変わりますねー。
 切り替えをモノクロノイズフラッシュでカバーするのもナイスアイディア!

・東京会場での発表も聴いていてわかりやすく、楽しい印象でした。

チーム#4「イナゴ研究会」の皆さん、おつかれさまでした。
楽しませていただきました。
プレイした皆さんは是非コメントを!

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