Glad you enjoyed it! Locking the camera was an intentional choice made to make the player be more careful of where the ship is going, and how fast it's going when they do things. Since you can slow the ship quite a lot by raising the sails, it ends up giving you enough time to do things like repair or check your surroundings. With repairing, if you press the interact button again, it will stop the repairing and let you go back to the free camera, so it can already be paused. It's definitely still a challenge to balance all the task whilst progressing, but that's part of the intended experience! Thanks for playing <3
James Digby
Creator of
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Our art team absolutely smashed it for real. What's extra cool is how the compression on the web build makes everything look really ps2 era. Super fun. We also had problems with gameplay length last year (though that's always a problem with tower defense games in jams though haha), but we're hoping that we can at least get most of the enjoyment across, even if people don't always make it to the kraken fight/beating the kraken. Thanks for playing!
This is a pretty fun game, I like the mechanics of the weapons that come back to you, though I couldn't really figure out how the javelin throwing worked, I just pressed things until it happened each time haha. Soundtrack works well, but I feel it's definitely a bit too easy to not die, since the ground enemies can't get to the platforms and the flying enemies die in one hit. You also pick up weapons when your boomerang is mid air, so you lose the boomerang, which can be frustrating if you want to use the boomerang for any amount of time.
gaddayum! The music in this slaps so hard! I love seeing games with custom music! I maxed out the circle ability first, then the dagger throwing, and the dagger throwing felt *so* much stronger cuz I could just snap half of the room instantly, which let me get to like room 17 on endless after only upgrading it once. This made me really wanna go play more Hades. I think the sound effects lacked a little punch, and I think the music could have been mixed a little louder, but chaotic environments like this are crazy hard to balance from an audio perspective and you did really good despite that. Maybe some upgrades for the player weapon when you max out one of the companions could have been quite nice, and gives you an excuse to max out the other companions as well, since otherwise the enemies get stronger whilst you have a cap on your strength, so maxing out the next companion feels harder for no extra reward. I think the player's bullets need to be a different colour from the speedy bow guys too, since it was sometimes hard to tell what was my bullet and what wasn't. Other than that, really really satisfying, and had me sweating to dodge everything haha. Awesome game!
Oh, hey! Kobold Cuisine guy :D Good to see you again!
Quite a few people agree about the steering (including me!), but it just about works where it is right now. With more time it's one of the higher priority adjustments I think, but we're otherwise really happy with how it came out in the end. So glad you enjoyed it! ~<3 (also, thanks for showing your friends!! We appreciate that a lot)
A good idea, but the zone kills you kinda out of nowhere, so I think maybe the hitbox is weird, but also the zombies only ever spawn in the center of the map, so you can just stand in the center of the zone and aim at the middle and spam and you can just go forever haha. Made it to loop 4 before sprinting into the wall
This was a very funny game. I love that the rubber bands flick back into your face if you charge them too long! Audio was well stylised and the music was hilarious. Got stuck after the first doors when I beat all the melons but couldn't progress, even though the light above the door was green. Not sure what to do there, but I had fun nonetheless!
Thanks for playing! We wanted to have that kind of chaotic "I have to do all these things constantly" vibe, so it's good to heat that succeeding! I agree, our art&design peeps were on fire with this one.
You can shoot the resources with the cannons to collect them, if that's what you mean! Though it can be annoying to try and collect them whilst also fighting, understandably. It's all about managing when you slow down versus when you speed up to make sure you give yourself enough time to do things like repair and collect loot! I wish you the best of luck helping Captain Eddy take down that menace
This was quite entertaining! Music was fun, and its a cool idea to have the upgrades interact the way they do. I wish the pathing wasn't *quite* so random, since even if you upgrade a horse two or three times with intelligence, they can still sometimes just... not xD The randomness needs to be there of course, but I think the degree to which it affects gameplay is a little much. Overall a fun experience!
This was an interesting game! Weirdly enough we had a similar "prevent the disaster" time loop game a couple years ago for the role's reversed jam, so we strayed from it this year, nice to know another game picked up the mantle! Figuring out the timeline was a little tricky, but doable, though the biggest hurdle I faced was aiming at things, since I have to look up to throw further, I can't see what I'm aiming at! D: who did the music? that was quite good! I like the art too!
This is a really fun little game! Very polished all around. Took me a couple minutes to understand how to get things going but once I understood it was a good time. Art looked really cohesive and the audio was mixed quite well too! The only issue I found is that it was tough to know when the other routes I made would start again, since it seemed to be based on individual timers per route, rather than a global timer, so I never knew when I should start my routes. Perhaps an overview of the routes happening so I know where to slot in could have been really nice, but also, we only had 4 days lol. This could be quite a fun full game!


