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Writing down my thoughts as I play.

Dropped some frames upon loading into the game and looking/moving around. Not a fan of the easing you have on the player camera, it's not the end of the world but I would much prefer snappier controls. It feels weird jumping while moving forward and looking down: you can't look straight down, so your character starts strafing if you look to the sides. It's hard to describe but feels wrong. Weirdly enough you can't seem to do this on the boat, your character just keeps moving in its original velocity. The boat controls are not the best but they do the job (I expect you to streamline them down the road). 

More frame drops when I picked up and first shot the revolver. The revolver feels  weak with its spread and low damage, no point in using it over the machete for now. 

I almost got the boat stuck at the second checkpoint, with the wooden gate. It is very easy to get stuck on the rim of your ship, which is annoying when jumping onto an island. 

The revolver has more relevance with the crabs and ranged guys, especially the former. The rifle is better against the ranged enemies but not the crabs. I dislike how the bullets in this game are so slow, makes the guns feel floaty and low-impact. The monkey enemies are completely irrelevant, I just ignored them and it worked.

Experienced a glitch on the island after the capsized ship where enemies disappear after walking past a certain spot, then reappear if I walk back. 

Died twice on the spiked parkour part, once due to me catching on the edge of a rock and being unable to move. Movement feels very, very clunky. 

The Blunderbuss is terrible, it was faster to use the akimbo revolves on the horde of shamans and ranged guys on the final island. The final boss was very easy.

It's a start, I suppose. Nothing felt particularly fun or captivating, as both combat and sea traversal were clunky and lacked juice. It's lame to have a game centered around a boat then have all the combat be on land, what's the point of the boat then? The level is completely linear which kills any feeling of exploration, something pretty critical to games about sailing the sea. I think you should take a step back and figure out your game's core identity before you go any further. Like Brim mentioned, the artstyle is all over the place, but this is a prototype so I won't dock any points for it.

Thanks for the feedback!

Yeah it's quick and dirty prototype rushed in just 8 days, it's missing planned exploration and weapon/enemy balance was eyeballed since I didn't have enough time to test things properly. 
Still, I appreciate the honesty and the breakdown of what didn't work for you, physics in particular will be a priority. Pretty much everything will need to be changed, it should be a proper demo of the planned idea by next DD.

Thanks again for playing and for the comment!