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A jam submission

Pirate BattlerView game page

Submitted by alexepton (@alexxxchange) — 2 days, 1 hour before the deadline
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Pirate Battler's itch.io page

Results

CriteriaRankScore*Raw Score
Game Design#73.2283.444
Art#83.1233.333
Overall#92.7072.889
Polish#92.3432.500
Narrative/Mood#112.4992.667
Audio#141.1971.278

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

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Comments

Submitted

The idea of this is pretty cool and it has a lot of potential to become a cool strategy game with some polish.

Submitted

Really liked the strategy side of things once I understood what they did and how to play, would've liked to show more stats , overall liked the art,  simple and clean. Good Job!

Submitted (1 edit)

As I've said to Alex in the Book Club thing, I really dig the concept and think this project has a lot of potential! I could see this being a very cool strategic roguelike battler, with a little more time and attention put in.
Balancing is tough of course, and plenty of areas would need some tweaking, but as soon as you get a little more variety, effects, and audio in there, I'd love to give this another Single Cannon Shot :)

Edit: totally agree with Draekdude on the full-on misses, I've never liked that kind of mechanic and think there are better options out there.

(+1)

Great job team! Uploaded a final playtest video: 

Submitted

I got the hang of it after a few minutes. The one thing I found was that actions weren't very obvious. How many resources does it take to forge a given item? And perhaps more importantly, what does each item do? The difference between a single shot and summoning the demon king could be relatively small to incredibly great.

Submitted(+1)

This was a fun game and totally reminded me of Taipan! The main issue I found with it is when you very limited resources and some of your heavy attacks can completely miss, the game is over. Perhaps instead of missing, it could just do less damage than the max? Then you never use one of your heavy attacks and do either 100% damage or 0% damage. I think this would help balance the game a bit more otherwise so much of it relies on random rather than the skill in picking the best item for the job. Perhaps a range of 50% - 100% damage? I loved the interface and it really worked well. Well done!

Julian

(+1)

Well done team! I enjoyed the loop and wanted to keep playing, and it met the theme of "One Time Use" very cleverly.

The biggest thing that was missing for me was balance. That's always going to be really difficult to nail in a jam, but I lost interest after a few rounds because I didn't feel that I had the options necessary to win. 

Doctor Ignatius is unbeatable in any scenario, I think. 

Gaining random resources after a winning a battle was a large limiting factor in having player choice here, especially given the limited number of attacks/crafting options. I would have liked to see a little more variety - some heals, or something that would allow me to play before the enemy since they always got the first turn (I think). As developed, the combat doesn't feel complete.

Maybe if this included a Pokemon like overworld, where I could grind for experience/resources, it wouldn't be a problem. Also, morale didn't matter at all as far as I could tell, and some of the descriptions of items were unclear. 

All of that being said, I it's still a complete game that is very impressive to have put together in a month, and I commend all of you! The concept does have potential, I really wanted it to have more, which is why I've been so detailed in my criticism.

Submitted

This could be great with a rogue like map, some animation, sounds etc. Great idea