Fun game! Getting motion sickness after pressing C, but it's the superior way to play
Play game
Like A Shark: Dragon Pirates's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #354 | 3.350 | 3.350 |
| Enjoyment | #379 | 3.450 | 3.450 |
| Innovation | #436 | 3.250 | 3.250 |
| Visuals | #519 | 3.600 | 3.600 |
| Overall | #604 | 3.192 | 3.192 |
| Audio | #754 | 2.950 | 2.950 |
| Theme | #1304 | 2.550 | 2.550 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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
Comments
Impressed with the amount of depth here for a game jam! The controls were a big sluggish to start, and it was initially clear about the upgrades and disguise mechanics, could have been good to call out more in your instructions.
I think it would have been maybe more interesting if disguising your ship was free and just an action to perform, maybe with a cooldown. Then it'd feel more like being a sneaky pirate and lean into the theme more of deception and the trust between the different factions. It being buried in the menu when I'd rather upgrade my boat's controls meant I basically ignored it. It was also tricky that cannon balls had unlimited range, so I'd fire one off accidentally or whatever and it'd hit another ship way off screen who'd come to attack me...
I think having a couple of more objectives like islands with treasure to dig up would be interesting to, give a few more things to try and "sneak behind enemy lines" to try and secure funds to upgrade your ship or defenses, etc... In the future too, it'd be nice to see the other boats patrolling the seas a bit more than waiting around for you to engage with them.
Thank you for the detailed feedback! I've cut down the distance cannonballs travel for the post-jam update so hopefully that won't be (as much of) an issue anymore. For the disguise, I like the idea of it not being so limited to use, but I don't want to remove the cost entirely so I'm going to try implementing a system where you can purchase up to 5 disguise kits while in port, which can then be used at any time by pressing some button.
I don't think I'll add better NPCs or alternate objectives in the post-jam version, but I'll note down those ideas for if I ever make a "Like A Shark 2". Thank you again for playing!
A really beautiful game. And I’ve come to the conclusion that I’d make a terrible pirate.
What I liked most is seeing how this game could scale up and introduce new features. different types of ships, different types of shots, maybe even levels and a story-driven sequence? Well, it’s a promising project—congratulations.
Thanks for playing! My plan right now for the post-jam version is just some upgrade balancing, UI redesign, and a random forts mode, but if I ever come back to this idea then I think ship and shot types are a great idea. Stuff like fire shots that burn the enemy ship or ice shots that freeze them in place would definitely add a lot to the upgrades.
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
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!
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.
Really well done! Now I will have the sea shanty stuck in my head all day.... hahaha
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!






Leave a comment
Log in with itch.io to leave a comment.