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How does the game fit the theme?
The NPCs can't trust you, as you're a pirate that might betray them for more loot. And you can't trust the NPCs, as their ships may be in disguise, and even neutral NPCs might attack you if you show weakness. You can't trust anyone, you can only trust your loot.
What code and assets did you not make from scratch during the jam (if any)?
All assets I did not create are listed in the description (the majority of the art, all of the sounds)
How many people worked on the game?1
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Comments
Good addicting game!
Nice game! I didn't get if I could heal my fix my ship after it was damaged. I like have a training mode to practice the controls
Glad you liked it! You could repair your ship in the ship upgrades tab of the menu, but I've been told already that it's easy to miss those tabs unfortunately.
A nice amount of material for a jam! I really like the map display. Having reactive AI, even a simple one, in such a short timeframe is great. Combat is challenging especially with the tank control scheme but not excessively so, and being able to use the anchor to make tight maneuvers is cool. Great work!
Nice implementation of the theme! I feel the NPC shoot way faster than my ship so I got sank multiple times XD
Good job!
Thanks for playing! The NPCs have longer reload times than the player but they always shoot as soon as possible and don't have randomness to their aiming so I definitely see them being unfair, sadly I didn't have much time for balance but hopefully I'll fix it in a post-jam update.
very fun!
A lot of potential in the concept. I like being able to attack other forts, and rewarded with them if I win the battle.
love pirate games. ther is a game called sealubbers coming out so playing this made me hyped for that. few things: whish the boats were more immersive sailing around instead of sitting still untill attacked. couldve been set paths atleast. other thing is man they were wayyyyyyyyyyyyyyyy too fast to shoot. unfair for sure.
Thanks for playing! NPC ships not moving is definitely the weakest part, and set paths was the original plan but I didn't have time to add them. As for their speed, they're slower than the player but I can definitely see it being unfair because of their accuracy, so if I make a post-jam update I'll try adding randomness to their aiming.
i think also aiming could just be a spread of bullets instead of targeted. makes it feel more shiplike. same with enemies shoudlnt aim but more time based if in area
Really well done! Now I will have the sea shanty stuck in my head all day.... hahaha
Hell yeah! Saved this one off to be the first I rated. Again, well done. Enjoyable AF.
Fun entry! Clever idea and solid execution. 👍 If you have a spare moment, my game is also in the jam — always happy to hear feedback. Good luck!