- Move: Arrow Keys, WASD
- Shoot (Hold): Space, Z
- Interact: E, X
- View Relics: C, Shift
- Return to Menu: Escape
- Move: Left Control Stick
- Shoot (Hold): X Button, Right Trigger
- Interact: A and B Buttons
- View Relics: Y Button
- Return to Menu: Start
- Yosi - Code, Sound Effects
- Bumi - Art
- Meseta - Music, Code
- Dragonite - Water shader tutorial
So much content, it's impressive. Very solid overall. I wish enemies died faster and there were less gems to collect because after a while it gets samey. But yeah awesome.Submitted
I think walking through water is usually called swimming? :D
The auto aim was a really pleasant surprise for a boat game. Also the music.. I didn't see the team before playing and I honestly thought it was something found on the internet. But then I heard the transition and that was really impressive.
Also a +1 on the game being too long. 4*4 is a lot and after doing like half of it I missclicked and went for a nice stroll in the high seas, right in the middle of a battle, which felt like a really dumb way to end a run. And with it being so long I didn't really want to resart 😔
The different roguelike type artifacts are pretty nice too, but I think my issue with it is that I don't really feel like I'm progressing. First there's a lot of stuff to keep track of (and you don't really have to since everything's active), but the enemies also seem to scale almost 1:1, so battles felt pretty same-y. Of course it's a balance issue, and that's often a problem in jams because that's just hard to solve in 48h, so that's not really a big deal.
But yeah overall it's a really nice game. Oh and I've seen a few jam games with sprite stracking but I think it works best in a game like this, with the camera pretty far away, and the full rotation being this important and not just visual polish.Submitted
Thanks for leaving feedback! I definitely agree that the game ended up being too long, the grid size was just a random number I chose at the start and never changed ahaha. For the artifacts, originally they were more powerful, but I ended up nerfing them because you could stack so many of them. Looking back, it would have been better to keep the artifacts stronger, since most players are only going to do 1 or 2 runs.
There are a lot of subtle touches to this game that makes it great, the automatic aiming, the bounses and treasure, the exploration that doesn't feel too confusing because of the map, the voxel style graphics, the game-pad support - a lot went in to making this feel like a good experience and I really appreciated that, the game itself is nicely polished as well - really good job :)Submitted
Wow I enjoyed this a lot more than I expected. The shooting mechanic is insanely fun to do and very forgiving. Great game design!
I loved the music and the art too. Great job!
This is a really good game with nice music and graphics! I think that having the bullets be homing makes the game a little too easy, especially when you have collected a few black flags to avoid being hit by enemies. Generally, though, I like it.Submitted
I found the music especially fantastic, well done there. The game overall was quite fun, although I did die after only getting 1/3 of the gems. I thought the art style worked really well for the style of game as well - it's definitely a cut above the average jam game. Good work!Submitted
Very fun! The randomized goodies make this feel like a roguelike game. I get a strong Risk of Rain vibe from opening chests of various quality levels and stacking items.
I don't think it's the style of game you were going for, but I would have liked the cannons to not home in so that I could choose who I was attacking more selectively, and pick off low health enemies instead of targetting healthy close ones. Also, I got the feeling that the wandering enemy pirate ships that grant bonus items also have homing shots? Fighting them felt more like a DPS check than a battle since it seemed like dodging didn't have any relevance in fighting them.
But taking on hordes of enemies is quite fun, and grabbing all the treasure feels good too. Just sailing the ship around the map feels good to do, and a strong main game loop is very important.
Thanks for playing! We definitely took a lot of ideas for Risk of Rain 2 (since I played it a few weeks ago lol) Originally I had it so the cannon only shot in the direction you were going, but it was too hard to hit enemies without also colliding with them. In retrospect, I could have had an aiming reticle, or maybe a slow-mo effect to let you aim, but I think the current aiming system works out well enough once you get enough movement speed buffs, since you can easily get close to the ships you want to attack first. You're totally right about some of the enemies having homing shots also, the player was untouchable without them ahaha
Very well executed concept! I appreciated all the subtle details and polish like being able to review your relics, the auto targeting and the map in the top left so you don't get lost. Also having that object say "collect 15 gems" was a good way to make the goal clear without writing it out. Great job!
This was really well made and quite fun! The onboarding was pretty good, but could maybe use a bit more juice to help indicate the mechanics and ui navigation. High points were the music, water visuals, and the auto targeting. I particularly liked that you didn't have to worry about aiming your cannons. It cut out a lot of potnetial hassle and made the whole experience much more frantic (in a good way).
I actually like the size of the map, but the islands could use more to make that exploration worthwhile. Perhaps some story elements and some special items that trigger larger progress in the game.
The biggest change I would make is just that the danger level seemed to ramp up very quickly. The first few islands felt perfectly balanced in difficulty, and I think that could have been drawn out longer to keep the general level of challenge more consistent with your increased power as relics are added to your ship.
Really great work overall though. This is the quality of game I'm always hoping to reach in these jams.
Thanks for playing and leaving feedback! I definitely would have liked to add more unique elements to islands; the Shrine of Choice that we squeezed in during the last hour is really the only special spawn in the game. Also yeah, the difficulty could have ramped up much more smoothly instead of spiking around level 6 ahaha
This is such a nice little intuitive experience. I aim to be able to make stuff like this some day.
If I had to give criticism it would be that I felt like the 4 by 4 map was a little too big. If I had the option to start on a 3 by 3 map that would have been perfect.
Other than that, looks great, sounds great, feels great.Submitted
A wonderful entry! Great looks, very stable, wonderful music.
My only nitpick is I wanted there to be a tad more depth to the combat! With the game being as long as it was I wanted the fights to play out a bit different from one another.
Still, a top tier entry despite my nitpick.Submitted
Really impressive! I enjoyed how the music swelled up when the game got more intense. Just so good.Submitted