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The Great Time Pirate's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #4700 | 2.717 | 4.000 |
| Narrative | #4810 | 2.151 | 3.167 |
| Artwork | #6002 | 2.491 | 3.667 |
| Creativity | #6419 | 2.604 | 3.833 |
| Audio | #7312 | 1.812 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player repeats the same 10 second loop, creating copies of themselves that repeat their last actions. They must use these clones to save their ship.
(Optional) Please credit all assets you've used
Song:
Dread Pirate Roberts - sea shanty dance EDM soundtrack
by Melodyayresgriffiths
All other assets made by me.
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Comments
Really fun! The jank only adds to the experience lol. For me the 10 seconds feels like maybe not enough time. Also love how you fly around and see everything play out at the end.
Woooo I love this kind of time shenanigans! I spent a lot of time trying to perfect the hard mode. It’s easy enough to make all the tasks but I can’t for the life of me not let one of the bois explode with the steering and all.
I would love to see more of this kind of puzzles with different setups, if you ever plan on continuing at some point. But for this game jam, that’s a very good entry, congrats!
It's a really fun take on the previous selves loop. I had a good time with it. The ghosts seemed fairly responsive and accurate to my previous runs, with a few misses here and there, but overall ran fairly well. The physics took a bit to get used to in order to throw the barrels off, and the jumping felt pretty stiff, but I can let that slide thanks to the mermaid-cat-thing, nice touch there.
Overall, good experience. Well done.
Fun fact: The barrels were originally ALWAYS simulated. They rolled around the deck tripping pawns, lighting other barrels, etc.
However, Thanks to chaos physics being... chaotic... this meant playbacks almost always failed, since barrels would roll to unpredictable places between different loops.
I had to eventually make them only simulate physics when they were picked up.
Glad you liked the "Catfish" :3
I completely missed that would be called a "Catfish", well played.
This is quite the unique take on the previous-selves loop concept. I love how frantic it gets, especially on hard mode.
I love the cat, multiple runs were lost solely to thinking I could get a quick pet in before getting on with that life :D
My one complaint is that the playback doesn't seem to match too well sometimes. I'll pick up a barrel and quickly throw it, but when watching that ghost in the playback they'll miss the throw trigger and the barrel will not be extinguished.
Funnily enough, messed up playbacks was was originally my intention. There was initially going to be infinite loops, with the player constantly needing to fix when previous loops got bonked off track by future mistakes. By the end, I wanted the deck to dissolve into a slapstick farce.
Sadly, it was more frustrating than funny, so I eventually tried to reduce this.
The rest of the playback mistakes was just sloppy coding :)
Ah I see, that could be interesting. I did notice with the slipping on water and such that I had to be very careful.
It's difficult to fix the mistake with such a short time limit. I found myself messing up in the last 2 seconds or so and trying to fix it the next life but running out of time before meaningfully helping. Not sure how that could be helped without some way to extend the time loop itself.
Maybe progressing in some other way would extend the loop a bit and allow you to go back and fix previous mistakes with the new breathing room?