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(+1)

I love pirate games, I can never get enough. This one was fun as well, apparently I'm the best one-man crew across the seven seas.

It was fun to play, I especially liked how the music changed once I got into combat, so I knew when I was attacked by the third ship. Were there any increase in difficulty, like more damage or change in tactics? I saw they got better in manouvering, the first one didn't even seem to move, the third one was doing spin-and-shoot tactics, while the fourth one seemed to constantly avoid my line of fire. I also liked the peaceful island in the end.

One thing I'd definitely recommend is some indication of what I can interact with and how I can do it. I saw the text appearing for the sails (though I didn't what that means) so after that actually had a harder time realizing I have to click on the helm and the cannons as well. Tried the paper with the dagger as well, but that didn't seem to do anything. So yeah, some more indication for interactables would go a long way!

PS: I even managed to board the enemy ship, although there wasn't much to do there and they sank my ship soon afterwards:


(+1)

Thank you very much for playing :))

At first, the idea was to create a simple game where you would fight “normal” pirate ships that spawn over time and the objective was just survive and collect barrels. However, our coder, Nemo, worked incredibly fast 😂 by day 3 we already had a functional game. Because of that, we decided to expand the scope and add power-ups and waves of enemies.

We introduced five different enemies ships: the beer ship, the turtle, the dolphin, the whale, and the shark. When you defeat each ship, you collect its flag, which gives you a corresponding power-up. The enemy ship also uses that power up

Here’s how they work in order of spawning:

Beer ship: equipping its flag actually makes all your stats worse.

Turtle: makes you slower, but increases your health.

Dolphin: increases your speed.

Whale: gives you more health.

Shark: greatly increases your firing rate.

We understand that these power-ups and mechanics don’t translate very clearly to the player, they were a bit rushed and not well introduced. The idea was that the crow sitting on your ship would provide tips and guidance.

If we were to expand the game further, the plan would be to turn it into a roguelike experience, with different cannons, builds, and synergy between upgrades.

(+2)

Oh, that's cool, I'll come back to try it with that extra knowledge! :)

Yea I think some more tutorialization on the different sails and their power ups would have helped with confusion. Also Interactivity would pop ups would have added a lot! Just ran out of time. But thanks so much for the play and feedback!

(+1)

It's really fun that you got to the other ship LOL, I've thinked about that but never managed to do it