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Greedy Pirate's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #564 | 3.217 | 3.217 |
| Enjoyment | #707 | 3.261 | 3.261 |
| Innovation | #820 | 2.870 | 2.870 |
| Overall | #961 | 2.935 | 2.935 |
| Theme | #984 | 2.957 | 2.957 |
| Audio | #1121 | 2.565 | 2.565 |
| Visuals | #1244 | 2.739 | 2.739 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
A pirate found the area with treasure, but rather than tell the crew about the discovery, he decided to leave his comrades and take the treasure all for himself. But the treasure is way too heavy for him to jump while carrying, so he needs to take the treasure outside the dungeon without dying. (Risk it for the biscuit.)
What code and assets did you not make from scratch during the jam (if any)?
Sound Effects
- Exit Door: https://freesound.org/people/Sabacky/sounds/765688/
- Death Sound: https://freesound.org/people/NightDrawr/sounds/817288/
- Bounce Pad: https://freesound.org/people/el_boss/sounds/751699/
- Jump Sound: https://freesound.org/people/Sound_Dude69/sounds/580968/
- Item Pickup: https://freesound.org/people/LittleRobotSoundFactory/sounds/270410/
- Landing: https://freesound.org/people/kfatehi/sounds/363922/
- Door Opening: https://freesound.org/people/j_soundeffects/sounds/635986/
- Item Pickup (Alt): https://pixabay.com/sound-effects/item-pick-up-38258/
Music
- Background Music: https://freesound.org/people/BloodPixelHero/sounds/678904/
- Water Adventure Theme: https://pixabay.com/sound-effects/water-adventure-22474/
- Adventure Game Beat: https://pixabay.com/music/beats-adventure-game-262423/
Art Assets
- Kings and Pigs: https://pixelfrog-assets.itch.io/kings-and-pigs
- Pixel Adventure: https://pixelfrog-assets.itch.io/pixel-adventure-1
- Treasure Hunters: https://pixelfrog-assets.itch.io/treasure-hunters
- Dark Dungeon: https://raou.itch.io/dark-dun
How many people worked on the game?3
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Comments
Wow this was pretty fun, probably the most enjoyable game I have played in this jam. Would have loved if I could move while throwing easier (it's a little hard to press D and E at the same time) and perhaps some more polished visuals, otherwise this was a really good game, well done :)
Heyy this is great! I really liked the second level and the main mechanic! i do wish there were some checkpoints, but other than that, great stuff! Congrats on submitting this!
The concept is great and I like how you built a narrative with the levels changing over time as you escape! Some checkpoints in the later levels after the long walks (like down the stairs and up the elevator) would be nice when failing on those levels but it's not a major issue. Great submission!
Me and the choice of controls had a love/hate relationship as I kept pressing e for picking up and q instead of throwing which would cause the box to fall into the spikes more often then not xD
Was a good game after jumping that hurdle! Good work!
Great job! I enjoyed the game and concept!
Nice game! I found the controls a little challenging at first and kept mixing up the pick-up and put-down buttons. I wondered how it might feel if the controls were simplified a bit, or if there was a sliding power scale for the throw, for example, a single tap to pick up and put down, but holding the button to throw, with throw strength increasing the longer you hold. I also think it would work really well with gamepad support. Overall, I really enjoyed the game!
Thanks a lot for playing and for the awesome feedback 😁
Right now, you pick up and put down the treasure with E (just press it again). For the throw, I made it force-based so it works while moving and doesn’t just drop back in front of the pirate’s face.
I really like your idea about holding the button for throw strength — that could make the controls feel more natural. And yes, gamepad support is definitely something I’d love to add in the future
Super glad you enjoyed the game overall!
Great game! just in one ocassion I forgot to bring the treasure, and the camera when going back doesnt let you see much further. so, small fix :) great job team!
The game is creative.
Like some other players have said, the visuals is a bit jarring. The audio is not bad but a bit repetitive. On the gameplay side I would have loved to see more visual indications of the item that is going to be picked up when you press the button. On the very first level for example, you're supposed to use the barrel and the treasure chest as foothold but you can also pick them up while on top of them. I tried to pick up the treasure chest while standing on top of the barrel and the picked up the barrel instead and dropping down to the spike. So yeah that part of the gameplay could use a bit more work.
Other than that the levels are nicely designed. Just need to polish the edges a bit.
I liked the platforming. Could've used a checkpoint or two mid level. But otherwise the level design was good. The inconsistency of sprite filtering gets me, haha.. Please, let the crisp pixels breath!
Good job!
Sorry for both checkpoint and sprite filter, was focus on too much making sound and animation, I didn't realise it😅
For the checkpoint was planned, but all of our playtester consider the game was easy, so I didn't implement
Also I do agree with inconsistency sprite being an eye sore(Man I am dumb)
Will fix after voting periods end🙏
Very nice game! Could use some context lore imo and maybe a throwing animation! Solid platformer<3
Fun little game. Cute puzzles and silly pirate, sometime he took the barrel and left the treasure in the spike hole, maybe he preferred the barrel of rum. 👀Well done, I really enjoyed it. 🙌
Cute little game, I like the puzzles and the player movement, thankyou for posting ^-^
Really clever environmental puzzle mechanic that fits the theme perfectly! I loved the main idea, which has tons of potential for unique level designs. Looks great, too. Had a blast with this one. Awesome work!
I enjoyed the mechanic of using the chest and barrel to progress the levels! One thing to note is that making a mistake can be pretty pushing for longer levels.
Very nice! At first the throwing felt a bit finnicky, but when I started to get the hang of it and had to throw the chest quickly to avoid dying (from lvl 2 onwards) it felt really good. Some sort of way to better control the power behind the throw would be neat, because it can be a bit inconsistent, but it works well as is!
Music could be a bit higher volume from the get go.
Interesting main mechanic! It was a bit inconsistent at times (it would randomly throw much further than expected). I would have liked to see more levels and other challenges besides the barrel pits, but it was a still good game! Nice job!
Not bad, actually did like the use of the main mechanic when you had to make the switch between carrying the chest and carrying whatever other asset you'd need to actually move forward in the level.
The chest/barrel throwing did get inconsistent at times, specifically on level 3 where the throwing distance/speed seemed to changed depending on how far away the next platform was. There was not much need for that as just keeping it at a constant speed would've made it more easier for the player to know how to work their way through the level (like how enemy AI in espionage games have very predictable behavior so players would know where and where not to go).
Also I actually succumbed to the same fate as Naishi (i didn't know he also played the game) because I got a little too curious and got softlocked out of level 5 and couldn't complete the game afterwards. Players will get naturally get curious so playtesting with a mindset of a kid that wants to break everything they come across helps a lot in identifying what can stay that the player can explore and what should be closed up.
Last thing with the character sprite, being more blurry than the rest of the assets. Since it's in Unity (I've experienced the same problem in Godot) there should be a setting that allows you to change how the textures are filtered. I don't know if it was applied for everything except the character sprite or something because it was kind of jarring to look at him while seeing everything else with crispy 16x16 pixels.
Nonetheless, congrats on your game!
Sorry that both you and Naishi ran into the same issue — I’ll make sure to put a disclaimer in the comments so future players know about it.
As for the barrel throwing, I noticed that when the object is thrown while running, it sometimes ends up bouncing back toward you. I wanted to balance it around that, but I see now that keeping the throw speed more consistent would’ve made the mechanic easier to understand. Speedrunning the game might highlight that better, but I get how it felt off during normal play.
Thanks again for the thoughtful feedback, and sorry for the softlock — the ending was right there!
I had a lot of fun with this game! The mechanics are smooth and easy to get used to. Only issue with my playthrough was that I softlocked myself on level 5 (or whichever level had a moving platform that lifts you up to a grassy area). I used the chest as a platform to get over a grassy hill and continued walking left. Then I saw a blue ledge, decided to risk it for the biscuit, and fell into an endless blue pit. Along with this, there were no spikes so I was unable to reset the level.
Still, the game was very fun while it lasted.
Oh boy, I am more amazed that you think of that, most people don't even go that route and I thought it was impossible to go after all the playtesting.
I am really sorry to hear that honestly my fault, I thought everything except that :)
Thank you for the feedback and I am sorry for your experience
After getting the hang of moving with the treasure, the game was fairly intuitive and quite entertaining to go through! For the low resolution of the player sprite, I'd use a website like Piskel for resizing the sprite (as well as animations, editing, and a bunch of other tools). For some reason I found the death sound effect kind of funny in a goofy way, couldn't tell you why. There is a minor bug where you can still pick up/drop and move the treasure during the death animation, but it doesn't affect normal gameplay too much.
Overall, the game is well made, but if I had to give some pointers, I'd make the music not restart upon death (as it can get repetitive at times) and I'd add an animation to the wall-hang to add to the immersion. Otherwise, its a quick yet fun experience!
Thank for the Piskel suggestion, I should have research more about those kind of tools, also glad you enjoyed the game😁
The game wasn't bad but I had some problems with it. First of all the sprite looked very blurry and the visuals (like logo in the main menu) could get some more work. The mechanic is cool, but I don't understand why the pirate can throw a treasure, when he can't jump with it? As for the throwing mechanic it sometimes felt random, like the distance and the velocity were different sometimes, but it actually made the experience very rewarding when completing the level. I could use some checkpoint too though...
The logic of pirate is that when you jump with weight the whole body need to push the body weight and treasure to jump
While throwing the treasure itself you only need use your arm strength and momentum
As for blurry I build the game on low setting in unity and didn't do much about visual itself, I will keep in mind next time
As for throwing the main issue was if I made value static the throw just come to your face while moving so I made it forced based when throwing while have space b/w the player and treasure which random distance throw
Thank for the feedback 😁