Speedrun Menu Options: Added a new Menu with the following options
Timer: You can enable a timer and set it's position between Bottom-Right, Top-Right, and Top-Left
Use the "T" key as a shortcut to toggle this
Speedrun Mode: Use the Number "9" key as a shortcut to toggle this
Clear the fire in the Level 1-1 2nd screen to make it easier to complete without the butterfly
Shows Best-Times for levels (see below)
Speed up level transitions
Individual Level Mode: When you're trying to get the best time on a single level, the Timer will show only the time in the current level and Restarting a level will reset you back to the initial Checkpoint
Enter / Exit Level Button: A dedicated button to enter / exit levels; "Shift" by default. You will not have to hold the button down; just press it once to trigger the transition.
Drop-Through Platform Control Option: Tap "Down" to drop through platforms without having to press "Jump" as well
Individual Level Best-Time Tracking: Your best attempt at clearing each level will be recorded and shown above each level's gate in the overworld with Speedrun Mode enabled
Quick Erase Progress: Erase all progress to make a fresh run at the game; Number "0" key or "R" while paused
The cursor no longer remains invisible if you pause or reset the game while the butterfly is active
The in-game timer no longer counts frames to determine time passed and so should be more accurate
Fixed instantaneous level transitions
Minor tweak to level 1-5 to make a speedrun path more consistent
If you *really* enjoyed Worlds Within Worlds and would be willing to spend a little time answering some questions, I have created this survey to collect info that will be used to pitch a sequel to a Publisher.
The form takes about 20-25 minutes to complete, which I know is a lot for a form like this, so no worries if you don't have time;
The game is absolutely incredible, this is my 30th playthrough just one thing. I downloaded the exe and decided to give it a try.. however infinite descent is not optimized properly like the rest of the game, therefore I cannot play it all ;( If you could maybe add an option for lower specs or maybe optimize the infinite descent so its suitable for us low end pc players then that would be fabulous, otherwise this game is truly a incredible diamond in the rough :)
Hey, thanks so much for your feedback! I'm sorry Infinite Descent doesn't run better on your PC; does it actually lag while you are playing, or only when it starts? This is an issue with the web build of Infinite Descent, but no-one has yet mentioned it as an issue with the Desktop build. Would you be able to give me a rough idea of your PCs specs? Unfortunately, it would be very difficult to optimize Infinite Descent as it would require completely re-tooling the auto-tiling / color tinting options used in the game, so I can't promise I'll be able to fix this.
Thanks for the quick reply 0-0 And yes the pc does lag when you play through it, my specs are Cpu: intel pentium silver N5000 Ram: 12 GB Graphics: UHD Graphics 605 and if you wish to know my storage space: 128 GB Additionally I could suggest you make it not render until your in the area of the room, so everywhere you can see on the screen is rendered however anything off-screen is not rendered until it appears on screen. Yes this could be quite difficult however it is definitely possible depending on what code language you are using :) I can send a video of it if you wish
I've already set up Infinite Descent to only render the active area of the screen, so I can't optimize any further along these lines. I'll try to think of something else, but thanks for letting me know your PC specs; I imagine the Processor is hitting 100% usage?
Just played through the latest update. It's pretty good! I'd say my main complaint is that it's pretty easy. I beat it without using assist once in 27 minutes (I don't know if it's intended, but the level that introduces assist is possible to beat without it). But other than that, the game seems pretty solid. How big is the end result planned for?
Thanks for playing through the game! As mentioned in the tutorial for the butterfly, it is possible to beat the entire game without it, so that is indeed intentional. At this point, I have plans for 3 more Worlds if the game gets support from players. EDIT; I should mention, most of the difficulty in the game comes from trying to beat it in record time (my best time is around 9 minutes), so I don't plan on making the base game any more difficult because I'd like to stick to the idea of being accessible enough that anyone can finish it, but I did have the idea to make extra-hard levels as a bonus to players who support the game.
Thoroughly enjoyable and I'm looking forward to new levels.
When first introduced to the sparkly portals in the tutorial world they make sense. You then play through all of world 1 without encountering them.
Level 2-1 they are re-introduced but with the exception that you may get the impression that they are suddenly a bad thing. When I dropped into the portal I had the monster drop on my head. Everything happens very quickly (drop into portal, zap, monster kills and respawn) and I just got the impression that suddenly - in this world -portals are bad and zap you or something.
Level 2-3 did correct that impression although it took me far too long trying to wall jump up until I finally missed a jump instead of hitting a flame.
The only other thing was the timed platforms could linger 10 milliseconds longer but that's just a personal preference.
Thanks so much for your feedback! I've already amended world 2-1 to remove the use of portals. Level 2-3 has actually become 1-2 (woah what!?) so hopefully that will help remind players that portals are (usually) friendly. I've made a number of changes to the order of levels along with the next batch of 5 levels that will be in the upcoming release, which I'm hoping to have done soon.
As for the Ghost-Blocks, their timing is very much on the quick side, but due to (some anomalous factor!?) they last longer on the EXE than the web build of the game. If you felt like they faded too fast on the Web build, I agree, and will bump up their timing to compensate.
It might be a fun Easter-Egg to discover Infinite Descent as a “secret level” since it is built in the same game project file, I’m just flipping a few constants to switch on export. I’ll have to think about how it would make sense to encounter it.
The butterfly’s bubble stuns enemies and makes fire not hurt you, so it will be more useful on some levels than others. I need to make it affect Ghost Blocks too.
I loved the game!! The way you introduce new mechanics without needing a tutorial is great. The controls feel a little bit tight, but even so you get used to them in no time. The only problems I had were with the colors. The purple world hurt a little bit and in the first world, the white one it took me some time to realiza that i could go to the opposite side by "exiting" the screen. I was playing the web version and some of the backround is white making me think it was a wall so maybe add an effect similar to the one you put on the teleporters to make it more obvious.
Thanks for the feedback! I think I'll restructure the flow of the levels a bit to better hint about how the screen wrapping works. The most important thing I need people to understand is that I never design levels where going off the bottom of the screen kills you... if something is dangerous, you can tell, otherwise, it's a valid path.
That intention definitely shines through, and instantly sets this apart. Particularly the choice to let you exit the level from any checkpoint - great quality of life feature, and way better than tucking it in a menu option.
It did surprise me a bit that the hold down to enter/exit isn't debounced - so if you keep holding, you keep flip-flopping between the two destinations. Not sure if that's specifically to support some mechanics you have in mind, like trying to catch that critter that only spawns when you enter the level?
That's been a lingering thing of "I know I need to fix this, but maybe it isn't so big of a deal because there are other things I want to do first". I'll get one more batch of levels out, then focus on fixing things like that, and maybe even get saving / loading working (in the EXE version).
Glad to hear you enjoyed it! I'm live-streaming my development of new levels every weekday (along with playing user-submitted games); BluishGreenProductions - Twitch and I'll probably be adding them in 5 at a time (to complete a new World) along with new music, etc.
I was replaying this, and now I realize what you mean't by portals. I'm not sure if it's the same mechanic used for getting from one side of the map to another, but that's the mechanic I was thinking of. (Also, I was at the stream tonight! I'm pleasedontbetakn999).