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A jam submission

PiratemindView game page

Submitted by Kiel97 — 1 day, 33 minutes before the deadline
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Piratemind's itch.io page

Results

CriteriaRankScore*Raw Score
Adherence to restrictions#1144.3604.875
Enjoyment#1583.1303.500
Overall#1673.3543.750
Polish#1752.9073.250
Design#1893.0193.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I tried to play your game but I can't get past the title screen. I'm able to navigate between Start Game and Exit but it just freezes when I select one of them :(

Developer

That’s very strange. Which browser are you using?

Submitted

Latest version of Chrome. Here's my attempt trying to play it: https://gfycat.com/rectangularspryelk

Developer

Are you pressing “x” key to select an option? Or are you pressing “z” one? I know pressing “z” or selecting “Exit” option closes your game. In case of web build - game freezes, so you have to refresh game’s page. Let me know if that works.

Submitted(+1)

There are some really good ideas here, I like how the actions you take can change the walkable areas of the level. I found the levels a bit too challenging, I think at one point I got stuck and wasn't sure how to continue, however at that point I might have not understood all the game mechanics yet.

The overall game feel was one of exploration, but you could also go the route of something darker if part of the purpose is not to get stuck, like some dark music leading up to danger or some other darker theme elements for your self-inflicted entrapment.

Developer

Thanks for playing and your feedback! Now I know levels I made are just too hard. Except timer trigger introduced in World 1-2 there shouldn’t be new mechanics to learn. But I still don’t know why World 1-2 is too hard. Maybe vital items are not visible enough? Timer switches are not so obvious? Who knows? I need to find out :) I had a lot of plans like making temple level with a lot of dangerous traps like moving walls, spikes and pattern based laser beams. I wanted to introduce basic enemies too. But, you know, it’s game jam and you have to cut things down in order to make playable game before deadline. Maybe in post jam version :)

Submitted(+1)

I really enjoyed the mechanics, and the levels felt well-designed. It's good fun to play

Developer (1 edit) (+1)

Thanks! I appreciate that! I’m a little confused now because some people say level 2 is impossible to beat and others say levels are well designed. And now I don’t know what’s the truth haha :D

Submitted(+1)

Ngl, I did get stuck on level 2, but level 1 felt well-designed xD The mechanics are really great, so I just assumed I missed something on level 2 rather than it being impossible haha

Developer(+1)

Thanks for feedback. I feel I’ve spent not enough time on level design. But it’s heartwarming at least World 1-1 is well designed. I was thinking about brilliance of World 1-1 level design in Super Mario Bros while doing it and I tried to make good introduction level. And then I had to speed up making other levels to finish this game on time. :)

Submitted(+1)

Yeah, the introduction level is great. And well done on submitting the game in time!

Submitted(+1)

cute game- I like the world tileset, it feels like its got a lot of texture

Developer

Hey! Thanks for playing! I’m glad you enjoyed it! I’m also happy how tileset looks like keeping in mind I spent just 10-15 minutes to make it (just rounded each tile and pixel tall “height”). Before I was just flat and square, but adding 1-2 pixels of different shade of gray definitely made it look better. :)

Submitted(+1)

I like the art style and it feels really good to control. The collision detection was also perfect. I would try to find a way to make the HUD a little smaller or just redesign it to not take up as much of the screen. 

Developer(+1)

Hey! Thanks for playing! I’m glad you enjoyed it! While making this game I was surprised how hard is to make all kind of texts with 8px font (smaller are unreadable) and how much space it takes on 84x48 screen! I also think a small redesign would make HUD better :)

Submitted(+1)

Correct me if I'm wrong, but the second level seems straight up impossible. There just don't appear to be enough shovels in the level.

Developer

Hey! Thanks for playing! I’m sorry to hear that. I’ve just finished world 1-2 with 3 shovels remaining so it is beatable. I would like to ask you kindly what was the route you took? I spent IMHO too little time on making levels not so difficult, especially after 1-1 so your feedback can improve game in future!

Submitted(+1)

I don't know the exact route, but I only say 4 shovels in the whole level and at least 6 are required. You start off the level with 0 shovels.

Developer

You start with 0 shovels on purpose. I did that to teach players to explore level a bit before blindly digging treasures or throwing shovels. Those 5 shovels you mentioned is just one spot on the map. There are more spots to discover! :)

Submitted(+1)

This took me a few tries and I still didn't finish it. I'll come back and try it again.

I like the different types of buttons (toggle-when-you-step-on-it, lever, timer). The 3 versions of the same mechanic made it easy to understand, but still quite tricky to use without getting yourself stuck.

I also like the pirate's walking animation

Developer

Hey! Thanks for playing and feedback! I’m sorry to hear that it’s too difficult. On which level you got stuck? IMO I spent too little time on level design but I did my best to publish game beatable (did it twice on latest published version). I tried to make something new, but 84x48 monochromatic display limitation is a bit hard to me. Your further feedback can help me improve this game and my level design skills. :)