Thanks for the advice, I also love pirates, and I agree that it would be awesome. As for more complex betrayal, that is something we plan on trying in a build that we'll uppload monday/tuesday (after that we won't continue working on this game, but we'll maybe redo it after we get some more games under our belt (definetely with a pirate them, if I can help it)).
Recent community posts
Thank you for the detailed feedback. I think you have already figured out that we ran out of time, the restart menu was added ~1 min before deadline, so we didn't have the time to test it. Right now me and another programmer have decided to put some more time into the idea to see how it ends up (we'll post it on monday/ tuesday). The mouse click was planned, but ended being cut. And we are thinking of experimenting with a more complex turning mechanic.
As for the score don't worry about it, your feedback is way more valuable than the number, thanks.
Thank you for the kind words, the AI unfortunateley doesn't work as we ran out of time and two different scripts are clashing with each other, so this is more of an idea display. But I am thinking of rewriting it, so it will actually work ^^.
The sound effect is too loud and annoying, the movement is ok-ish, but I don't like that it is floaty(you can check my game if you want to feel how it is without using physics). The particle effect is great (maybe slightly too big). Power ups are ok. I would also suggest you try to upload your next game as playable in browser. In Unity it's quite simple and people will be more happy to try your game.
The bounce is too strong, so the ball is too difficult to follow, flippers are also weird, as they clip through other objects. It would be nice if you included support for arrow keys as well as your personal movement keys with input commands (as there are many different keyboard layouts). The intro animation was nice, although the text changing size was strange to me (I don't know if I like it or dislike it). I have also found a "bug", if you get the spaceship into the upper left corner it will bounce for a very long time (first life 290400 points). The UI works well.
The movement doesn't feel very good, it takes time to build up speed and it's very uncontrollable while moving. For the next game jam, I would also suggest you to make a game that is playable in browser (unity has a simple way to make browser games)
"Windows Defender SmartScreen prevented an unrecognised app from starting. Running this app might put your PC at risk." For the next jam I would suggest you try to figure out how to run your games in browser.
This game was nice to play. I did get some weird graphical glitches with tiles in the browser version. I liked the slinging mechanic, one thing I didn't like was the dialogue that stopped the game, because it was too frequent and the text was too long , especially for a platformer.
I liked the game's feature, where parts of the level fell off. What I didn't like so much was it's "difficulty", I had a feeling that the game is meant to be frustrating: 1.when you pick your first coin you fall down into a pit, 2.when you pick your second coin you jump into a spike, both of which are because of how the level "falls apart". Fortunately the game has a fast respawn system, which helps with the frustration. However the multiple jump system was just bad, it felt very uncontrollable. I would suggest you try to make a game purely around jumping, so you can improve on it.
The visuals and sound of the game are really nice, however I thought the gameplay wasn't very engaging. At the start I didn't understand how to move the fairies, I just continued pressing skip my turn for two rounds. However after I figured out the controls I felt like the game became trivial. If the light came to close I just had to wait a few turns and then I had a clear path to other fairies. The game also felt slow to me (if you were going for a zen game this maybe isn't a bad thing). The path prediction looked really good, but it would probably be better if it would still show how far you can move even when you exceed your movement (like a combination of white and red path).
The game is very fun and you did an excellent job with the theme. I couldn't get past the 3. level. If you want to continue working on this game even after the jam you could try having infinite ammo or being able to move to see if these improve or worsen the game.
Thank you for playing, we really appreciate it. And the game was designed so that you should read all the stories at least once before trying to answer. Our idea of "only one" was that you can look at only one person every time they speak (every character has 6 lines and they speak simultaneously). Some people think that defeats the purpose of "only one", which is understandable. But I think the game is more fun if you are able to replay the stories.