Neat concept, liked whamming enemies with the anchor then getting them again on the pull back.
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Anchorman's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1304 | 3.388 | 3.388 |
Fun | #1486 | 3.082 | 3.082 |
Overall | #1510 | 3.218 | 3.218 |
Originality | #1943 | 3.184 | 3.184 |
Ranked from 49 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?
You play as a pirate captain whose crew staged a mutiny against you. You now find yourself walking the plank with an anchor tied around your waist. Waking up in davey jones locker, the anchor which dragged you down to certain doom has now become your most trusted ally.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Very nice.
The attack felt a bit weird to me. It seemed I could hit enemies without throwing the anchor at times ?
I think it might play better if the attack and the pull-the-anchor-back-in used different mouse buttons. I think it sometimes did the opposite of what I thought it should be doing. Separating those actions behind different inputs could help with that.
Really fun and some of the nicest 2D lighting effects I have seen. Nicely done!
I really like the core mechanic of your anchor being your attack and also what you use to interact with the environments, at times needing to leave it in place, and potentially even avoid fighting entirely for a bit (that was a clever moment). Definitely, a lot you could do with this mechanic with some polish and additions in particular in regards to the animations. Definitely an impressive showing for 48hrs. Nice job!
Thanks! We thought long and hard about how we would make the player more vulnerable at times and then we added that pressure plate! Definitely needs more work with the polish, especially with the melee attack, and we had some more gameplay ideas that we didn't manage to get in the game. Thank so much for your input
I love the main mechanic! The game can feel a bit stiff in regards to the animations, but the level design is all there. With a tad more polish you could have a real gem on your hands. Well done!
Loves:
- Simple, fairly unique mechanic
- Good presentation, if a little uneven
- It gave me a great moment where I was thinking "If this weren't a games jam game, I'd be expecting an ambush about now". Then I was ambushed!
- Hits are telegraphed pretty well, although enemy total health isn't
Nitpicks:
- Animation could use a little work. No visible melee, enemy deaths are a bit janky etc
- Tileset looks pretty good, probably aided by the nice lighting. UI isn't up to the same standard UGUI is not the right technology to use here. Canvas elements are way easier and can be pretty simple to set up and deal with multiple resolutions, screen sizes etc. Plus you can see it in the editor, rather than having to run the game.
- Health isn't very clear, my eyes tended to be at the edge of the screen in the direction I'm travelling, rather than the tiny heart in the bottom left
- Couldn't get past the ambush. I tried retreating, beating the skeletons that spawn then going back to the button. They just respawned. I tried using the anchor at it's max distance, but the skeletons still spawned. I tried standing directly on the button and fighting, but the skeletons just surround me and kill me in seconds. I tried activating the button, quickly retracting the anchor and fighting the skeletons without leaving the room. They respawned when I next hit the button. I gave up here!
Feels like I've missed an essential mechanic somewhere along the line. But with so many games competing for my attention, I'll give up fairly easily if I run into a point I can't pass. You could have added an on-screen hint at that ambush point, and it might have been enough to help me continue.
Anyway, congratulations for making and completing a game! No easy task in 48 hours.
Haha I love that little ambush story!
Thank you for your thought out input. Animations were litteraly the last thing we added and we didn't manage to polish everything up to the standard we wanted. The UI as well, actually used canvas elements but since that was a pretty small part of the game we didn't focus that much time on it. Will definitely have to look up some good tutorials on the matter To show enemy health is a great idea, that simply fell between the cracks.
The ambush part is meant as a place where the player is completely vulnerable and can't do anything else to dodge the enemies. If you retract the anchor from the pressure plate and then put it back they will indeed spawn again and that is the leveldesign that we were after.
I'd sugest trying that part again but try to dodge the skeletons until the door has opened then you can start attacking again and move forward towards the end!
Thank you so much for the in depths comment, we truly appreciate it.
Very nice game, the anchor is really useful! But when you have to leave it at a place to wait for a door to open, you're very vulnerable. Very well balanced, nice atmosphere, great mechanics! Good job
I like the art style, and there were some good ideas in the level, but I cheesed through all of it by spamming right click lol
I really liked the visuals tough had some issues with camera stutter. Also sometimes there seam to be issue with animations.
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