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Grow Your Boat's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept (gameplay) | #65 | 3.486 | 3.486 |
Overall | #85 | 3.387 | 3.387 |
Theme | #106 | 3.324 | 3.324 |
Presentation (visuals) | #108 | 3.351 | 3.351 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Woow I would've never thought of doing something like this! What a good way to use the pirate asset pack! I had a lot of fun trying to make my crew as big as I could. One small detail, at one point I had a lot of ship and I couldn't move anymore cause I was stuck between them. Otherwise wonderful game, you can be proud of what you made ! 😄
Hahaha, I think I am going to make it so you can pass through your own ships in a post-jam update, as well as flesh it out into a fuller Vampire Survivor's type game. If you'd be interested in playing in the future, throw me a follow to get update notifications!
That was incredible! I hope that you continue to work on the game. One suggestion that I have would be that any member of your fleet should be able to capture surrendered ships.
Great suggestion! I will add it to my list of improvements. If you want to get notified when the game's updates drop, throw me a follow! Thanks for playing!
Really cool game! I love the pirate theme and the different enemy attacks, enjoyed the spawning and it performed really well functionally! I did crash towards the end but could just be my browser!
Haha, I think the crash is inevitable if you keep upgrading, and enemies keep spawning. Eventually there's just so much going on that a browser bases game is doomed to crash. I'm hoping that I can balance the gameplay in a way where it wont get THAT insane, but still allow you a fun degree of insanity. If you'd be interested in revisiting the game after I make some major updates, throw me a follow to get update notifications.
PS Love your avatar. Some of my working names for the game were Pirate King and One Pirate lol. I might still change the name after the jam.
Damn! This game is really fun but I'm the worst pirate ever! :_D
Hahahaha, the beginning is especially unforgiving. If you'd be interested in playing again after I release some balance updates, throw me a follow to get notified when they come out! Thanks for playing!
I played the game live, if you're curious!
https://www.twitch.tv/videos/1570087787?t=00h12m00s
It was fun, just, I see how some people feel it's too hard, depending on the start you feel overwhelmed.
But it's hard to balance in a jam haha.
It took me quite a time to get to the machinegun and if I wasn't in live, I'd play more, but I had to go to the next game :p.
Well done!
Thanks for playing and for the stream! Threw you a follow!
If you'd be interested in playing a more fleshed out version, throw me a follow to get update notifications!
So much fun! I was running away from everyone at first but once I got strong I was unstoppable! The level up system was a lot of fun! Great job!
Thanks for playing! If you're interested in playing more after future updates, drop me a follow to get notified when they release!
I had a good time playing this one, a solid entry for the jam for sure. The boat is easy to control, but the only thing i would change is adding a little bit more speed to the rotation (but maybe it's just me).
I agree, the turning is a little slow for comfort at the start, but I was thinking that'd be an incentive to upgrade it. I am planning to create cross-run progression, where maybe you can unlock different ships. I'll plan to have a ship that starts off with decent turning! If you're interested in playing a more fleshed out version, throw me a follow to get update notifications! Thanks for playing!
If you develop it more in the future, please, add arrows control for people who don't have a qwerty keyboard. That was too difficult to play like this, I can't rate it, sorry.
Oof, never even considered that! Will do! It usually happens automatically because I preconfigured a controller in Unity with all the standard mappings that I usually use, but implementing it is slightly more work than using the their old UI input, and I cut corners there when I was building this
Love this! Very addicting growing my ships stats and fleet! I really enjoyed this game and played for waaay too long growing my ships stats. A few notes were that my friendly ships collisions kept blocking me from moving out of the way of an incoming projectile, and It was hard to tell which projectiles were from my ships and which were from the enemies.
all in all this was extremely fun and I would love to see how it expands into a more fleshed out game in the future if you keep working on it!
Thank you for playing and for the feedback!
I tinted the enemy cannon balls red, but I agree, it isn't even noticeable haha. Maybe I can make them flash between two colors, that might make the difference stand out more.
As for the friendly ships blocking you, maybe I'll just make it so you can pass through them.
Flashing might be a bit much hahah 😄 but maybe if you changed the sprite to be a different cannon ball or something? or maybe make the friendly ships shoot tiny bullets? ¯\_(ツ)_/¯ And yeah! It would be nice to be able to pass through the ships. I'll definitely be watching for an update!
Fun and chaotic. Quite hard to get in level 2 but then starts cannon machine gun :) . I managed to get level 20 but after while game crash due to some memory problem. Despites of that it is good game. Great work.
Hahaha amazing! I hadn't managed to push it to that point yet, but I assumed there would be a point where it would crash. I had played to a point where I think there were so many enemies that my Pathfinding stopped working. In retrospect, using A* Pathfinding for such a massive amount of enemies was a very unoptimized solution @_@'
I think I am going to polish it up into a full game though. If you're interested in playing an updated version, throw me a follow!
I think I won?
I played this way longer than I should have for a jam game. It was a boat-load of fun, great job!
XD The Pirate King!
If you'd be interested in playing a more fleshed out polished version of this, throw me a follow, I am thinking about upgrading it into more of a Vampire Survivors-type game.
I love the music and how invincibleyou can become if you keep getting fire rate and just start spinning. Great work! Keep it up!
Thank you! When the music goes through a more dramatic change it is signaling the next tier of spawns. The total track is 15 minutes long without looping!
Extremely fun and chaotic, awesome game! This is currently one of my favorites!
Thank you! If you'd be interested in playing a more fleshed out version of the game, throw me a follow for updates!
Fun game, but I think it little bit hard to know in which direction the cannon was shot. But overall I like it 😀
I agree, especially in the beginning. I kind of hate the angled cannons on the front, they are hard to aim. I honestly only put them there because the sprite already had them placed there hahaha. I am thinking of updating the game to allow you to select multiple types of ships with different stats. If you'd be interested in playing an updated version, throw me a follow for updates!
Fun game, I liked the power scaling. I always love when you can customize how your power up so you can try silly spiky glass cannon type builds. The early game is a little rough but when you start to power up and have a huge fleet you feel nearly invincible. But that hubris got me killed in the end.
I am thinking of releasing some updates post-jam, especially to the power up system. I each power up needs it's own unique scaling, and I also think that the intensity of the scaling could be offset by being give a set of a few random options to choose from instead of all of them at once. If I did that, I could make the early game a little easier. Originally it was, but the darn Fire Rate upgrade was so powerful that I nerfed the starting stats to compensate at the last minute haha. If you'd be interested in playing an updated version, throw me a follow for update notifications!
Interesting concept. Would be great to see what can become out of this when you have more time for polish. I had to try 5 or 6 times until the keyboard input worked.
Great! Shame you weren't able to fit everything in the limited timeframe
I feel like I should finish it out, but the thought of refactoring some of that spaghetti code I wrote towards the end late last night has me feeling hesitant xD
I liked the idea behind it. The cannons firing to a beat was a great concept. I rammed my boat into a line of ghosts for fun... then the retry button was broken. Very fun. Felt like Sid Meyer's Pirates.
Haha, it's funny because I built logic for a different game to make attacks occur on beat. But I did not implement that here because I was too concerned about time, so any on beat cannons were by pure chance! I think the BPM of the beat just happened to line up with the track xD
Ugh! Can't believe the Retry button broke, it was working at one point @_@
I loved the idea, only downside for me coming to my mind is rotating the ship being too hard and slow.
When you level up you can increase turn speed! Unfortunately I didn't have time to balance all the scaling and I feel like the result is a weird progression experience. I'd have liked early levels to come faster, but increasing Fire Rate a few times makes you super strong, and so last minute I watered the progression down to counter it. Because of that spending the level up points on turn speed early on isn't very viable. Increasing Fire Rate is just too good because it scales much faster than everything else. Everything needs a lot of tweaking. I may release a more complete version in the future! Thanks for playing!
I liked the idea, but it was too hard for me. The difficulty curve was too steep. I would love to have enemies taking only one hit, to reinforce the experience.
The visuals were great and the idea really nice, well done!
The progression definitely needs adjusting. If you spend your level up on Fire Rate the first few levels, the game becomes a lot easier lol. I slowed progression a little bit to counter that, but unfortunately that watered down everything else. What I really needed was separate scaling for every power up, but I ran out of time/brain cells before I could go back and implement that.