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Pirate Waters's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #2683 | 3.650 | 3.650 |
| Artwork | #3416 | 3.333 | 3.333 |
| Audio | #4072 | 2.867 | 2.867 |
| Enjoyment | #4721 | 2.900 | 2.900 |
| Narrative | #5332 | 2.300 | 2.300 |
Ranked from 60 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?
Every ship fires automatically when its shared countdown reaches zero, so players must plan their positioning and timing around the next volley.
(Optional) Please credit all assets you've used
Art
Kenney — Pirate Pack (ships, cannons, water, islands, effects) https://kenney.nl/assets/pirate-pack
Sound
Chequered Ink — 400 Sounds Pack (edited gameplay, pickup, UI, and event sounds) https://ci.itch.io/400-sounds-pack
Music
HydroGene — High Quality 16-bit RPG Music (CC0 1.0) https://hydrogene.itch.io/high-quality-16-bit-music
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Comments
A great concept!
I like the concept a lot.
I wish ships were shooting faster. Also to make the game more exciting, I would have liked enemy ship dying in one cannon shot but having more enemies !
really creative idea imo, gl :DDDD
This was the first GMTK 2026 game I played, and I think that the cannons firing volleys on the countdown is a really cool idea! The ability to rotate the cannons and choose where they fire from really elevates this for me. I've read a few comments saying the controls are too difficult, but I think with the right cannon placement getting a successful shot off is very plausible. I enjoyed this
Liked the game, but it seems that after I complete some missions, I can't use any of the menu buttons anymore. The AI is surprisingly effective, and lowkey gave me some trouble in certain levels. Nice work.
This is crazy good.
this game is my faverite game of this jam so far
the game is very polished, sadly the controls were too difficult for me, I get the naval warfare part where u have to position the boat parallel to your enemies but adding steering and acceleration to that was too much mental struggle
Thanks for the feedback! I really appreciate it. I think I’ll add a mode with larger ships so they’re easier to hit, and maybe make the speed easier to control.
Interestingly, after a couple of hours of playtesting, I got to the point where I could hit pretty much anything from almost any angle :)
Wow, really impressive game for the time you had to make it. Was fun doing the campaign, and I bet it would be even more fun playing with friends. The times for the campaign are almost making me want to speedrun the game lol.
This is a very polished game great job! One piece of constructive criticism I have is it is very hard to hit enemy ships I think making the cannonballs a bit bigger would help with this.
Thanks a lot for the feedback!
I should definitely add a mode with larger ships or bigger cannonballs to make aiming more forgiving.
It was fun to play. I almost wish that you couldn't add forward facing cannons, because it feels like it wasn't the intention to just chase down the ships while they slow down to try to turn and hit you. I did enjoy it though, very polished,
Thanks! That was actually a deliberate design choice. I wanted players to have complete freedom to build their ships however they like. If someone wants to stack three front cannons and chase everyone, that’s perfectly valid. If they prefer a more tactical playstyle, they can put cannons on the sides or the rear instead.
I also gave many AI ships rear cannons and some manoeuvring behaviour to discourage pure chasing. I didn’t have enough time during the jam to make the AI as advanced as I’d have liked, but that’s definitely something I’d improve in a future version.
Controls okay, the only way to play this "fun" is putting the cannons on the front and chasing after other ships. It's a bit finicky, other than that.