A downloadable game for Windows and macOS

Made for the GGJ 2017, we decided to try and make a game similar to Ocarina of Time (3D Zelda) in just 45 hours. This is mainly a game development challenge but the result was satisfactory. The goal was to make a somewhat large world with things to do in it complete with combat, NPCs, and secrets.

WASD to move, Shift to run
Mouse to aim camera
Left click/Space to shoot and talk

Jeffrey Fillingham - Programming
Alex Choiniere - Enviornments and Animation
Ian Johnston - Texturing

Special Thanks to RMN Music Pack for the music. (https://rpgmaker.net/musicpack/)


Install instructions

Unzip and click the exe

Download

Download
I Feel The WorldRelease.zip (21 MB)
Download
I Feel The World Mac.zip (24 MB)
Download
アイ・フィール・ザ・ワールド (I Feel The World) (26 MB)
Download
アイ・フィール・ザ・ワールド (I Feel The World Japanese) Mac (29 MB)

Comments

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Hi! It's not bad at all for a zelda-like short game. I did write about it a little bit in my blog here: http://pajamagaming.blogspot.com/2017/06/free-itchio-games-15.html

If you ever expand on it, I'd love to play it again :)

Thank you very much! We'd love to keep making it and are planning on doing something with it after we finish up our current project! We'll keep you posted!

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Really nice game!

I enjoyed the simplicity of the models and textures very much, and the dialogue was adorably silly.

I was caught completely off guard because of final boss, but that was obviously because you ran out of time to finish it. The only thing that I would suggest working on would be the character's aim, because having to move a little bit towards the enemies so that your arrows would hit them proved to be a little tedious (especially if they somehow snuck up on you and were really close by the time you saw them).

All in all, with the little time you had, this a pretty awesome game! :D

Thanks! The aiming was really off. I programmed the game in a bit of a backwards way where I started with things like level management, dialogue system, persistency/saving. Only threw combat in half way through the jam and it just never got good. Usually I'd start with the combat and add all the other stuff later. But this time Alex and I wanted to make as much of an Ocarina of Time/Megaman Legends style game as we could in the short time frame. Which is why we ended up dividing the work the way we did, working on parts in an order that would least impede the others' work. It was really fun to do this, partially because I rarely get to work on those kinds of systems (the other part being I just want to make Zelda games). Mind you it really doesn't make sense (I think it annoyed Ian a lot). A lot of it felt like it was close to not getting used. Like why do a save system first if you never know if you're going to need it?


If we were to continue developing the game, I'd definitely throw out the combat system and start from scratch. Actually I was thinking about ditching it on the final day of the jam and making it more of a collect-a-thon/NPC talking fetch quest game. In the end though we rushed in the combat.


But at the end of the day, at least we now have a toolkit to make adventure games in Unity :)

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Very nice look!

Good LP! Really thorough, I think you collected everything. Thanks a ton for playing

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I played this game on my lets play channel and I loved it!

A bit goofy and adventures, just the way I like it!

I just hope the developer keeps going on this to make it a full game!

You can see my playthrough here:

https://www.youtube.com/watch?v=ISMuoWNgKMc

Good Let's Play! Thanks for playing! We'll keep you updated if we do release a more developed version

Awesome! Thanks!