Thank you for the feedback, I will be sure to fix that in the next update, which should go live on October 7th! New features coming too!
One Flow Man
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This was a fun puzzle concept that allowed for many solutions and much experimentation.
At first I thought it could be improved by showing the requirement for building everything before you unlock it. After playing further though, I am not so sure. There was a sense of accomplishment and fun to be had from the experimentation too. I think it's just a little too much trial and error at first, but maybe there's some way to reduce that without fully abandoning the experimentation process. Maybe if there were a couple more combinations that resulted from using the base tiles, there'd be less "errors" to the starting trials.
Either way, everything looks and works with polish. Great job!
I loved how there were different jump animations, it's the little things like that that really make for neat games.
Aside from that, I assume this project was a good learning experience for you, and I commend you for getting a submission in before the deadline. If I were to update only one thing, it would be to remove the camera rotation from the mouse and lock it to the character rotation using A/D keys. Ether that or lower the sensitivity of the rotation and require RMB to be down for it to activate.
Hahaha Grow Ho Grow Ho was a title contender as well XD
More is certainly to come. I especially hated the angled cannons. I added them at the last minute because I realized the pirate ship art asset already had cannons on it and they were angled and I was too lazy to open an art program... regrets lol.
If you're interested in playing an updated version, I've decided to keep running with this game for a bit, drop me a follow for update notifications.
Also just wanted to say, hello from a fellow Arizonian!
This was a really cool rpg/puzzle mashup. I love that I could map my own path by drawing it too, instead of it be automated to the most "efficient" route like other tile based games do. It eliminates having to do multiple clicks to move precisely the way you want.
My main constructive feedback is the level select screen was not very intuitive. I am embarrassed at how long it too me to figure out how to start the game lol. Need to make the available levels stand out more from the unavailable ones.
Haha, I think the crash is inevitable if you keep upgrading, and enemies keep spawning. Eventually there's just so much going on that a browser bases game is doomed to crash. I'm hoping that I can balance the gameplay in a way where it wont get THAT insane, but still allow you a fun degree of insanity. If you'd be interested in revisiting the game after I make some major updates, throw me a follow to get update notifications.
PS Love your avatar. Some of my working names for the game were Pirate King and One Pirate lol. I might still change the name after the jam.
The speed of movement and jumping all felt fluid and responsive! Definitely challenging, took me quite a few tries each level.
If you are using Unity, you should look into exporting to WebGL, that way people can play your game in browser without having to download anything. It was tricky for me to get it to export and work right on itch at first, so if you need any help, feel free to reach out on any of my socials!
I agree, the turning is a little slow for comfort at the start, but I was thinking that'd be an incentive to upgrade it. I am planning to create cross-run progression, where maybe you can unlock different ships. I'll plan to have a ship that starts off with decent turning! If you're interested in playing a more fleshed out version, throw me a follow to get update notifications! Thanks for playing!
This is my favorite idler I've played this jam. The atmosphere of it is awesome. I think the mechanics need to be adjusted a bit, but for a prototype this is a good foundation. It gave me like solar system simulator vibes. There's a lot that could be done with that.
Also I had too much fun and broke it lol:
Pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew
lol that sound is going to be in my dreams tonight. I liked the concept of a back and forth score system between the enemy and you though.
Thank you for playing and for the feedback!
I tinted the enemy cannon balls red, but I agree, it isn't even noticeable haha. Maybe I can make them flash between two colors, that might make the difference stand out more.
As for the friendly ships blocking you, maybe I'll just make it so you can pass through them.
This was a really cool concept for a puzzle platformer. I would love to see more levels and puzzles, and maybe even more types of mushrooms or plants. Growing things just always feels cool to me.
Only constructive feedback I have is that the jump needs to be a little more forgiving lol, most of my jumps just resulted in me walking of the edge. Could add a split second delay to the jump disable after losing contact with the ground.