Thanks for playing! I definitely was aiming for that idea, so I’m happy it got across
LGWV
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What a fun take on the theme! I really loved the layer switch mechanic, it felt like I was playing a microscopic submarine or something. The vignette and translucent sprites really sold it. I did notice that the hitbox of the player seems to be a little wide at times, as I would occasionally hit things that were ~0.25-0.5 inch away from the sprite’s side. Great submission!

Great work! There are quite a few systems at place here and they meld and work together very well. I really enjoyed the chest minigame, it was well executed. Art style is fun, always love seeing a hand drawn artstyle for jams. The description of “smelly chests” made it pretty obvious to me where to dig, but putting that info in game in a simple intro text may have given some background to the story and helped understand the goal. Loved the piecemeal story from the journal entries.
I liked how the bombs operate somewhat like landmines, not blowing up until it hits a body. Would have been cool for there to be a burrowing creature that attacks from below the character, but can be led to dig into a placed bomb. It’s understandable that there is only one enemy though, it’s a jam after all.
Nice work!

Thanks for playing! I struggled for awhile on the kills, trying to make it “good writing” while not being too edgy. I agree that the UI could have used some work, definitely was a weird one to develop. My thought process for the room / map view was to make it feel like a board game, would have loved to push that across a bit more. Glad you enjoyed!
Just in case anyone else gets confused on how to play (I’m bad at building in-game tutorials):
- When on the blueprint map, click a room that you wish to enter.
- When you have selected your room, click continue
- Once zoomed into your room, you can interact with NPCs and items by clicking their tokens.
- At the end of each hour, NPCs may move and you can select a new room to enter.
- Goal is to dispatch each guest
Fun little hack and slash!
You might have noticed lag spikes when you first attack an enemy and when you kill one. That’s caused by the particles (the blood and death gib effect). If you want to avoid those lag spikes in the future, you just have to instance those particles into a loading screen or the main menu before the level, and activate them there. That will load the particles into memory before the level and prevent the lag spike occurring during gameplay.
Was a fun time. No camera issues on my side. Solid!
Thanks for playing! I am a little disappointed I didn’t get to flesh out some of the rooms. Just for reference, some of the ideas I has were:
- Basement (bottom room) would have cells where guests could be kept if they were successfully framed
- Staff Quarters would have been used to interact with your staff privately, I basically wanted them to be “teammates” since they knew what was happening
- Kitchen would have had resources. At first I had the idea of the dinner itself being an event ~2 hours into the game, so the player could feasibly poison it or something
What a fun entry, nice work. I’m honestly shocked you got the web export to work without any issues (at least, I didn’t experience any). There is quite a bit of game here.
I had some difficulty with the movement, I feel like a little more velocity would have helped clear some of the jumps and flow the movement together a bit more. Other than that, I was really impressed with the look of the game, shader use, etc. Great work!
I’m a hugeee fan of the art and color palette you used, definitely a style I want to approach at some point, though I feel like the vision cones don’t match the color palette as well (may just be me).
I loved the UI for the shuriken recharge, and the camera movements in the “inside” levels was a cool change.
One thing I personally missed was Coyote Time (being able to jump a few frames after leaving the ground, to help avoid falling off ledges due to input delay).
Other than that, I loved how you expanded on the game mechanics throughout the levels, and kept things fresh. I could definitely see the vision, and how you could theoretically expand it more if you had more time. Nice work!
Happy I found your entry, loved seeing your progress in the discord server.
- Art is really great, the animations give a good sense of movement and the style is maintained throughout. Really liked it.
- I really liked the splash screen at the start, well made
- Nice work on the progress report at the end
- The UI responsiveness with small animations and sounds was great as well!
- I loved the little mini games, although I’m not sure I understood the basketball game. Some guidance on that may have been nice.
What a fun take on the theme. Great work!
Fair enough on the distance between islands - I likely should have included some decoration, sandbars, uninhabited islands, etc to break up the travel. Typically, the pirates stick around the islands and make trips to Nassau every so often - at the start there is ~1-2 dozen, but I’ve had some feedback that the respawn speed seems to be lacking for them.
Water shader is heavily based off of this shader here - https://godotshaders.com/shader/pixel-art-water/. I had to do some tweaking with the noise textures, foam, etc to get it to work at the world scale. I’d recommend looking at the example project in the comments there, as it’s application is somewhat complicated vs more standard shaders.
Great idea on the acceleration for turn speeds! It currently is a static value based on the current sail level, so def feels a little weird.
Currently, combat is basically optional and more of a hurdle to jump during trade routes. I originally wanted ships to possibly drop trade goods (some of them have unique movement which travels between islands as trade routes, so prob defined by that) - but just ran outta time on it.
Thanks for playing!
Very cool! I’m extremely bad at it, but I love it! I think the only thing holding me back from being able to get past the first bridge is some visual representation of how much weight is leaning to one side and how much “strength” my inputs are giving to the counter lean.
I thought about it for a bit, and a cool representation might be to make the backpack clear, so you can see the sand shift to the sides, and know what direction it’s pulling you. Then to represent the player inputs, you could just do some kind of bar or maybe arm movements of the character. Overall, loved having a few tries at it and its a really cool take on the theme!
Great work on having visual responses to in game events like buffs, damage, etc. Makes it really easy to get a feel for how combat is going without bogging the game down or slowing it down. I definitely see the dicey dungeon inspo, but a lot of unique touches to make it your own. Pixel art is killer too, love the character designs especially













