Game is fun and beautiful!
What else can I ask for?
| Criteria | Rank | Score* | Raw Score |
| Originality | #7 | 4.214 | 4.214 |
| Graphics | #13 | 4.143 | 4.143 |
| Audio | #34 | 3.500 | 3.500 |
| Fun | #37 | 3.429 | 3.429 |
| Overall | #40 | 3.388 | 3.388 |
| Controls | #54 | 3.214 | 3.214 |
| Accessibility | #74 | 2.571 | 2.571 |
| Theme | #122 | 2.643 | 2.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Wildcards Used
The first wildcard (description pending)
The second wildcard (description pending)
The third wildcard (description pending)
Game Description
Protect your ship and crew from dangers
How does your game tie into the theme?
The ship has to keep moving but every thing is getting in its way
Source(s)
N/A
Discord Username(s)
It's Old Iron Face, Pone
Participation Level (GWJ Only)
1
I loved the game but I'm unsure where the momentum theme fits in and I wish there could be more micromanagement since the game was kinda boring when there wasn't an attack. I would love to see this turn into a big game. My favorite bit was the fact that ur not steering the ship but ur actually protecting it
Our incorporation of momentum was a little cryptic, I admit. The blue arrows on the ship overlay show you what speed you're going; more arrows = more speed. If you take damage, you loose speed and it takes a while to gain back. So, the momentum idea was that keeping enemies and icebergs at bay meant reaching the end faster.
Very cool vibe, very unique game in general. The canon SFX needs a bit more punch, and a trajectory indicator would help a lot for firing the cannons, because the recoil is so much that I can't visually see where my shot went most of the time.
Wow, cool game. I love this pirate vibe! Game has nice narrative that is interesting (snowballs etc)!
First person is really nice approach game feels more immersive. Low-poly graphic gives game nice style! Sea model is pretty nice. Did you use some feature in blender to make it?
You got nice idea to implement all wildcards! Especially that one with iceberg mechanic is creative one! Mechanic of your crew is interesting!
What i would improve is focusing more on fighting with canons, enemies could just attack you from distance so you must fight with them and icebergs. In practice aiming moving enemy with canon is pretty too hard but icebergs is ok. Enemies trying to jump on board is buggy, maybe not necessary. Fighting with small snowballs is pretty cool but i think that could be some overscope for jam time but i got idea of that close combat (cool!).
Overall game has nice vibe would love to see this game improve to something bigger.
Congratulations on your submission!
For the sea model, I wrote a shader that just generates/samples some pseudo-random noise; It was absolute hell trying to sync it with the CPU side of things so that the ship's buoyancy responded correctly. Unfortunately, the web export kinda messes with the sync in some places (level 5 especially), but it's not game-breaking.
We didn't have much time to play-test, since the scope was quite big, so that's the reason for all the rough edges. It's a shame you don't like the sealions, though; they were one of my favourite parts.
Unique game. The graphics was adorable, the assets were well made, and the game turned out well with the design. The web version was a bit hard to play with my mouse not locking, but I made it work!
My only complain is that the game has no downloadable version and the web version is kinda laggy, because other than that i freaking loved this game. As a Sea of Thieves fan, you guys really capture the chaos that is to navigate in a pirate ship, and the mechanics are really well implemented so all the gameplay loop is awesome to play
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