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A jam submission

Shipwreck AdventureView game page

Get the treasures the sea keeps in the deep, but beware...
Submitted by Arix (@Arix_Furette), HardRain, MaiGamesDev (@maigamesdev), Ian Coulter, GraphicEdit — 1 hour, 53 minutes before the deadline
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Play Shipwreck Adventure

Shipwreck Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#472.9213.200
Fun#672.2822.500
Accessibility#712.1912.400
Graphics#732.2822.500
Originality#752.3732.600
Overall#762.4522.686
Theme#773.1953.500
Controls#851.9172.100

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.4.2

Wildcards Used
N/A

Game Description
Have fun in that top down adventure game playing as a treasure hunter.

How does your game tie into the theme?
The player controls a treasure hunter in a wreck, you will fight ocean themed enemies.

Source(s)
https://github.com/MaiGamesDev/Godot-Wild-Jam-project

Discord Username
solid man#1309, Arix#1496, GraphicEdit#0893, goro#6381, Ian Coulter#2751

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

Nice job! Lots of content for a jam game. Something I might suggest is making traps/enemies a little clearer. The spike especially blended into the floor and sometimes I didn't see them. I also was unsure when things were just decoration or traps, I had thought that the candles would hurt me, and it might seem less like that if the torches were mounted on the wall or something. The holes in the in floor also seemed to have really large colliders, and it felt like I was being stopped before I reached the "edge" of the floorboards. At times I felt unsure of the environment and how I was/wasn't able to navigate it, but otherwise, great little game! Clean art and audio.

Nice work :)

Submitted

Nice little game, it has potential.

I love the twist on the Zelda template. Instead of having a sword, just having a dash makes things interesting. Didn't expect that from the start, at first glance.

The difficulty is way too high, though. I did not finish the game. I think one factor influencing this is the hitbox of the player. It's way too big. Like, the head is hitting the enemy even if it does not make sense in 3D space. The trick is to make the hitbox smaller, on the foot of the player.

Thanks for submitting! You can be proud of yourselves, team.

Submitted(+1)

This was fun to play. I didn't have any difficulty with the movement but I think the game might be a little bit more "nervous" with faster movements.

Submitted(+1)

Found it super funny that those tiny krabs can take me down, thanks for that. Also, the controls feel slow, maybe add more speed to the player to make it feel more responsive, other than that great job!

Submitted(+1)

I liked the concept.  I found the controls a bit tricky to use - I would have preferred everything to be either keyboard based or mouse based rather than a mix of both.  A faster player speed would also be helpful.  Nice artwork, though.