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A jam submission

Corsairs of the Easter QuadrantsView game page

A dungeon-crawler arcade shooter set in the Easter Quadrants, where rabbit cargo ships flee from chicken space pirates.
Submitted by Zoltan Kosina — 17 hours, 23 minutes before the deadline
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Corsairs of the Easter Quadrants's itch.io page

Results

CriteriaRankScore*Raw Score
Overall fun and playability#422.7222.722

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme incorporation
Genre Fusion: top down ship hunt and invaders like battle mixed with dungeon crawler ship onboarding
Heist: you have to find 14 treasure chests, there is a map on the bridge showing where they are
Sinking Ship: you have 2 minutes to find all 14 treasures
Treasure Hunting: you have to find treasures

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Comments

Submitted

Nice game!

I liked the variation star map, fight and then rushed crawl. Movement worked well and the layout of the ship was nice. If it was a longer game where you were to loot several ships, I think it would have been too harsh to require all treasures before leaving, and in fact even now it might have been more compelling to allow the player to leave whenever and let them decide how much they dared to push their luck.

The game started rather abruptly, and could have done well to use the nice graphic you have on the itch page as a title page before actually starting. The grey win/loss screens the same.

But I think it is an interesting starting point that allows for a compelling loop of flying around the galaxy, getting into battles and looting the downed ships. But I think it needs looping around that. With all the ships flying around the star map it feels a bit odd that we pick one at random and are done as soon as we’ve plundered it.

I was also too focused on the dogfight to really have awareness to spare on what they were saying.

But again, a nice little game.

Playthrough: https://youtu.be/BBbGJH44FUQ

Developer

Allowing players to leave whenever they want and decide how much they risk is exactly what I am planning for the post jam version.

Also, now that you mention, I think I will pause the fight to let the players read the dialogue first.

Thanks for the feedback and thanks for playing.

Submitted

I like the mix of gameplay, but I wish I could control when my ship shot. I really like the size and layout of enemy ships for mad scrambling through to find all the treasure in time.

Developer

Thanks for playing! New layouts coming soon!

Submitted

Nice mix of gameplay, The ship battles part was good and was good running around the ship trying to grab all the loot. The idea is quite good for this game and it can be a lot of fun with more complex battles and if ships have other layouts and maybe traps and enemies. Would be fun to play it with more added.

Nice work on the game was a good one to play.

Developer

Thanks! Post jam version development is in progress. I'll post a detailed change log along with the new version once the jam is over.

Submitted

I really like the concept of the game, and would like to see it fleshed out post jam. I think you have potential with the space combat, raid the ship game loop! I could see more complex space combat, with different ship layouts working really well. The art was great!

Developer

Different ship layouts are coming for sure. However, when I was playing with the idea of a more complex ship combat, I ended up seeing that as something that would take away the focus from the crawler part. I was even thinking about merging the map part and battle part into a twin stick shooter, chasing ships on a much larger map, but decided to put that on hold now, and revisit the idea only if the more polished game still feels unfinished because of the basic battle mechanics. What definitely coming though is Porkuga! The pirate space station ran by pigs, where you can spend your hard earned loot on juicy upgrades, like the Scrambler, that blocks the distress signals of the ship, giving you more time to loot it.

Submitted

Very fun.  The catching a fighting mini game was a little tricky to figure out at first, but a great use of genre fusion.  I could see it being a good back and forth loop, with the catching and battle mechanics getting more complex in tandem with with the dungeon complexity.

As for the scavenger hunt, it was very satisfying to find the map and figure out where I'd missed.  Making the ship symmetrical helped a lot too.  And it was tense when I collected the last box, not expecting I still had to get back to the air lock.

Developer(+1)

Thanks for playing! The post jam version will have the back and forth switch between game modes, also the backing into treasures to pick them and much more.

Submitted (1 edit)

I liked the dungeon part of the game, it felt nice trying to find the treasures on the ship and getting out in time. Nice with the map thing in the control room as well. Grid movement is ok, but could be made a bit smoother.

The rest of the game feels very unfinished and doesn't do much for the experience as it is now. Some more work on it and it might turn into something good though.

Keep at it!

Developer

Thank you! I'll definitely keep working on it.

This is a really fun one! I included it in my compilation video series of all of the games from the Dungeon Crawler Jam.

Developer

Heeey Jupiter, I'm so happy that you played my jam entry again.

In the post jam version I already updated the starmap minigame to automatically start the battle when you touch a ship, without the need of actually clicking on them.

And for the crawler part, I will ensure that pressing the rotation keys will only make you rotate once.

I'll also add a minimap, so you will see what you have already explored, and then everything once you found the map on the bridge.

Let me know if you have any other thoughts how my game could be improved.

Submitted (1 edit)

There's a lot here - top down space movement, alien invader style shooting and really solid crawling in first person. The sense of urgency from the timer and the ship about to explode was great and the map was a good touch. I foolishly ignored it in favor of saving some time. But I got through it. The graphics were all great.

The entry is already ambitious, so it's hard to complain there's not enough content but I wanted more! I always say some sound and music can go a long way too, but it's a jam and there's already a lot in with the multiple systems that work without any bugs that I encountered.

Good job!

Gameplay starts at 48m

Developer(+1)

Thanks for playing, and especially for playing it three times. I don't know why the loading took so long, and I am not even sure if other players experienced the same, but I will look into that, there is always room for optimization anyway. 

Proper window resizing, full screen mode, strafing, backing into treasures, random treasure positions, multiple different ships to board, sounds and music are coming in the post jam version, so stay tuned if you crave for more.

Submitted

It's a good mechanism. The crawling felt good, I enjoyed the stress of trying to beat the clock finding the treasures. The exclamation mark over the treasures was a nice touch, I would have missed them otherwise. I really like that you managed to incorporate three different game/movement mechanics - flying overhead with shooting Asteroids-style, breakout, and crawling. Very ambitious! Good stuff.

Developer(+1)

Thank you! Post jam version development is in progress, with  quality of life improvements in controls and visual feedback, and brand new features.

Submitted

Quite a nice looking game. Entering the combat was a little awkward and could be done automatically.. like when getting in range or so. I like the combat and the boarding afterwards. The “dungeon” part looks quite well and has a doom look to it, which is nice. I was missing strafing tho and had now ’effin clue how to exit the boarded ship even tho I had collected quite some treasures.. so I exploded :(

Developer

Ah, yeah, that part could have been clearer. You just need to go back to the entrance tile, and you'll automatically win. 

Submitted

Victory!

It was short but it was tense, I got the 14 treasures on my first try and got back to the ship with about 10 seconds left. The game looks and controls super good and it's fun to play.

Developer

Wow, man, thank you!

Submitted

Great work! I got a kick out of the “Easter” quadrant being populated with rabbits.

A little music / ambience and feedback sounds when you interact with things would elevate this.

Solid entry. Thanks for letting us play it!

You can watch my playthrough here: https://youtu.be/vfdcPbbPptw?si=uWb3L_p_qgxhQAzP&t=8596

Developer

Thanks, I'll definitely add those to the post jam version. Unfortunately, the real Easter came knocking on my door, so I could not stay on the stream by the time you played it. So I'll address some of your main comments here:

  • Added the itch full screen button, and then realized I forgot to set the scaling properly in Godot, so I removed it for now.
  • I'll add strafing in the post jam version.
  • First I wanted to add randomly generated ships, but then it realized they wouldn't make sense if all the ships look the same on the map. So I decided to use the same blueprint, but with randomly locked down doors to generate a different maze every time you play. But then I didn't have time to add that either, so I just used the static map with all the treasures in fixed positions.
  • As I mentioned in my other comment, first I wanted the map to be displayed before you enter the ship. Now it is displayed on the bridge main screen of the ship. But yeah, I think I'll try to experiment with a low range local map in the post jam version.
  • Pick up treasures backwards will be also added.
  • I didn't really understand your comment about spamming the movement keys, but I'd be happy to further refine that part too, if you could tell me more about that.

Glad that you liked the title too, I spent way to much time to figure it out. :D Most likely missed to add some of the above features just to find the perfect title. 

Submitted

"Return to the airlock! -> Victory!"

I had trouble with the movements, I kept wanting to do sidesteps instead of turning.

Having to collect 100% of the ship's treasure was a bit too harsh.
Being able to escape the level with, say, 12/14 treasures, and possibly reducing the time before the ship explodes by 30 seconds to compensate, would probably be more intense and less frustrating.

That said, I like the concept of a Dungeon Crawler with pirate boarding, and it would be worth developing the idea.

Developer(+1)

Thanks for playing!

In the post jam version you'll be able to leave the ship whenever you want, and spend the collected treasures on upgrades, so it will depend on you how much you risk for faster progression. And I'll also add strafing.

Submitted

Nice work including all the themes and making it coherent. Ship combat is fine, but it feels a little bare bones. The crawler movement is pretty irritating, it's slow enough to make me miss inputs or regret key presses. Backing into a crate doesn't pick it up. I don't think hunting for treasure crates on a time limit is very fun gameplay. A heist is fun when you are planning your heist, not simply running in a maze hoping to find the last crate you missed somewhere. The map is very helpful, I wish I knew about it the first time I played.

Developer

Thanks for checking it out. Yes, I dreamed big, then I ended up with a lot less time than I expected. The funny thing is that I also considered an even simpler ship combat like in the original UFO: Enemy Unknown, but after playing it, I felt the need for more. Looks like it was still not enough.

The crawler movement speed definitely should be fast enough. The cover gif should give you a sense of how it was intended. Every step is set to 0.25 sec. So if it's slower than that for you, I suspect the lack of optimization on my side as the root cause of your bad experience with it.

Preventing crate pickups while backing was intentional, because originally I wanted to add a crate opening animation. But then I simplified the mechanic without revisiting the original idea. During the final testing I noticed it, but it was too late and felt too small of an issue to fix it.

Originally, I wanted to show the map right after winning the battle, even offering the player to place markers on the map, which they would see during the crawler part. But then came the idea of showing it on the bridge. Not too fair, since it pushes the player to replay the game once found the map, but since the whole game can be beaten in less than 5 mins, I felt it's ok for now. In the post jam version, I'll definitely move the map before the crawling part.

Until then, I have added a screenshot about it to the game page.

Submitted

Nice! It took me a bit to get to the dungeon crawling part, but I really liked the art there.

I found the minigame leading up to the dungeon crawling part really difficult to complete unless i got lucky with a ship going in a straight line across the width so I have enough time to complete it.  It also took me a bit to figure out how to start the minigame, seems like you need to double click on them or something instead of just colliding with them.  

Interesting concept, nice job pulling it off for the jam!

Developer

Thank for the early review. Since then I went ahead and added some player aid to the game description. 

Clicking once on the ships should be enough, but the battle is not started based on collision, instead it auto-starts when the player ship catches up to the enemy. So if you choose a ship, click on it, and wait, it will most likely start the battle, unless the ship gets away.

I had a lot more in mind for this game: random generated ship layouts, different loots that can be crafted into different upgrades, a second zone, with sheep ships with more health and deadlier weapons, and I was also dreaming about an on board real time combat. And of course, sounds, music, special effect, maybe voice-over.

I'll definitely continue development after the jam, even if I won't add all the above mentioned featured. So if you liked it, stay tuned.