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A jam submission

ShipwreckedView game page

A pirate project for Metroidvania month XVII
Submitted by mvrey (@m_v_rey), PolyB (@DatPolyB), vavmusicmagic (@VAVMUSICMAGIC) — 4 hours, 40 minutes before the deadline
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Shipwrecked's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#103.8893.889
Presentation#173.8893.889
Overall#203.5833.583
Enjoyment#213.3333.333
Design#253.2223.222

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

Engine
Unity

Team/Developer
Team Shipwrecked

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Comments

Submitted(+1)

Liked the presentation. Liked the grapple mechanic. Would have liked a basic attack from the beginning. Don't like that there are both keyboard and mouse controls. I'm right handed, I used WASD for movement, doing certain jumps with my left hand when the jump button is the spacebar, is just awkward. I don't know why I keep seeing games in jams that do that like it's a good idea. Anyway, like the setting / themes, don't think I have seen a pirate 2D platformer metroidvania before.

Developer

Thanks for playing and the feedback!

I'm sorry the controls felt awkward for you. In an ideal world they'd be rebindable, but that's super rare for jam games with the limited time you have to make things. 

Could you list what your preferred buttons would be for the controls that would make things less "awkward" for you?

Submitted(+1)

Bit hard to say about that, as you're also using the mouse -- unless one of the mouse buttons is jump. The problem is that may hands are getting old, and doing something like moving right and then having to jump as well, is not only awkward but actually uncomfortable to do. It's a major issue for me in getting far into a game, as a certain point I will just give up. And I usually just play PC games with a keyboard and mouse, so if it doesn't work out then I will just move on -- especially for a game jam demo.

Developer

Sorry to hear that you have difficulties. For the sake of this game it likely wouldn't have hurt to also use the 'W' key for Jump since we weren't using it for anything else anyway and that would at least avoid forcing you to use your thumb.

For your personal play I'd recommend trying to use a controller if you haven't already. Having used both control setups for testing games I will say that controllers are usually a more ergonomic solution and easier on the hands.

Submitted(+1)

Slopes are a pain--sometimes it feels like I get backwards momentum out of nowhere. I would recommend heavy workshopping of how momentum works. The ledge-grab is nice and generous and the parrot feels good to control. However, there's enough glitches and control-lag that combat feels practically impossible to get through without a hit--especially against bats. One other control-thing that I hope provides help or confirmation would be, please just give us an abrupt cut between screens, or pause the game while scrolling. Right now it feels like neither is happening, which makes traversal upwards a pain.

Also, if I understood correctly, I've now had two game-stopping glitches, and saves don't persist between sessions. I'm considering myself as having played enough to rate this honestly now, having beaten the boss on my second attempt. Before the second bug I think I might have half-collected an essential item, but the second glitch happened before I could verify, so it's hard to say. I'll be sending some screenshots to one of your team via the MVM Discord to clarify where I'm seeing these issues.

This feels like something very special in its presentation. The theming is so strong here and the ideas in its design are pretty excellent. Congratulations on giving ability-based progression that isn't all just double-jumps and dashes, for example :).

Lastly I want to echo what another commenter said here about the level design being pretty good. You almost didn't need to give the player a map for this one.

A version that addressed even the momentum consistency issues and game-stopping bugs would be a sight to see and would feel like a classic, if short, Dos game.

Developer(+1)

Thanks for playing and the honest commentary!

Most of your critique has been brought up by various others and it's all valid.

The vertical screen transitions were brought up by another and I do see the pain of jumping up blindly into a new screen or the fast screen move as you drop. I'd like to adjust most screen layouts to allow slopes for vertical transitions (except for screens where a drop is supposed to feel abrupt like the cliff leap of faith). That goes with the assumption that we can get the slopes feeling better to make that a valid solution. 

Sorry for the game breakers. They've cropped up slowly the more people we have playing the game. Most of them are easy fixes, but they're also easy to miss until someone falls victim to them. 

Thanks again and we appreciate the kind words!

Submitted(+2)

There's a lot to like here. The music is good and sits well in the background while leeting you focus on exploration. The animations are so good at times they almost feel rotoscoped a la prince of Persia. My one note on aesthetics is to not make enemies that look too similar to the player - the first time I saw a fellow pirate that seemed to be wearing similar garb I thought that this might be a friend. I ran up to him. He shot me. I felt betrayed.

I think people have already talked about the character controller. Honestly, slopes are a pain to get right in platformers in general and I'd nearly recommend not doing them in a jam unless you have a tight controller ready to go already. Momentum can really get out of control. Not sure if coyote time is here. Would recommend if it's not, would increase coyote time if it is.

The level design here is pretty good. I felt like I had a clear mental map in my head of the various ability related locks as I passed through the world, and knew where to backtrack to when I needed. There aren't too many routes to take at first which really helpes the player get a sense of the world, and doesn't make backtracking too tedious.

The parrot ability is very interesting and I think you could do a lot with it if you expanded it further. You might want to think about what happens to the player while the ability is in use. Is he still gonna be vulnerable while the parrot is flying, forcing you to find a safe spot? Does he become something invulnerable while it's in use? Right now, momentum remains for the player while using the parrot so you might want to turn this off. Could be obstacles for the parrot while trying to get to a switch - such as moving spikes etc. Lot of fun to be made of this.

Anyway, thanks for the game and hope you had fun developing!

Developer(+1)

Thanks for playing and all the notes! 

"I felt betrayed", ye felt pirated yar har har har!! In seriousness though you're absolutely right. I attempted to slightly alter the enemies so that they were "grey" instead of "white", but changing the accent colors is surely the better adjustment.

There are at least a few bugs with the parrot interaction right now and collision with the player is part of some of that. They needed to collide based on the way we have you acquire the parrot, but a rework of that interaction would allow us to turn that collision off. 

You're quite right that there is more we could have done with the parrot mechanic. We did have more elaborate plans for the boss fight that would force you to hide the pirate while the parrot retrieved things for him in the combat, but had to cut that portion of the fight for scope reasons.

Thanks again and glad you had fun!

Submitted(+1)

This is awesome entry, graphics are great, and sound/music maybe even better. I've locked myself once on a bat, see in the picture. I had to wait for bat to move.

Maybe the only suggestion on the graphics: all animation are smooth as heck, but attack for some reason is not. Hm.

I'll give this game another try because I've locked myself I think, same place as Redz. I think you get a powerup there, a pistol or something? Well I did not get it, because I opened the chest, immediately threw a bomb by accident and got nothing I believe.

Many guys shooting from the holes were not shooting for some reason. And I think there are just a bit too many guys only waiting to be stabbed looking the other way;) 

About slippery, multiple people already told this. I think its not a great idea to use a physics to move a character, and that's the problem I think. Platformers usually work better with good old arcadey, handwritten physics.

Anyway good job! I'll finish the game later.

Developer(+1)

Thanks for playing and the kind words! 

So sorry about the stuck bat, lol. You're probably constantly touching it in that spot so it doesn't have a new touch event to deal damage to you.

We did notice some issues with AI not detecting the player and it seems to work on some people's machines and not on others.

The slippery movement is truly the biggest thing we need to solve as it's been the most recurring feedback. 

Thanks again and glad you had fun!

Submitted(+1)

I mean the bat was absolutely no problem, I just notified you about a bug which maybe you shouldn't know;) And slippery also wasn't a big of a deal, just provided feedback on how maybe its possible to fix it. Cheers!

Developer

Actionable feedback and bug reports are always great even if there are some repeats. 

Didn't mean to sound like I was dismissing some of your feedback, just letting you know your voice was heard among the others.

(+1)

Amazing project team! I really enjoyed the time I was testing the game. Good mechanics, nice art and sound.

As some improvement tips I can give you:

  • The ice effect on the floor, some times my pirate goes cave down just because ice effect.
  • Attack animation / attack trigger / enemies hitbox: something is weird here, im not sure what's happening, but attacking feels strange.
  • When I tried to jump some cliffs, the camera moves to the next scene and I feel lost. I think this jumps shouldn't be involve in a scene change. Try to do these changes only when walking or when climbing something different like a ladder or something like that. But not when I need some skill to grab.
Developer

Thanks for playing and the feedback!

We've heard about the sliding a lot so it definitely needed to be a higher priority. 

The vertical screen transition idea is an interesting one. We built the level screens to be pretty binary with the transitions so you're definitely in either one room or the other, but that got a little difficult with vertical transitions since we still wanted a limited jump height. We might explore slope transitions between vertical screens (at least some of the time) to allow players to more easily track the transition. 

Thanks again!

Submitted(+1)

The climbing animation was good. The walking seemed a bit slippery and the camera angle between scenes can jump to one another too quickly, but overall I enjoyed it very much!

Developer

Thanks for playing and the feedback! 

I can see how the fast screen transition could be jarring for some people. We could toy with slowing it down slightly or doing a fade to black and back up on the next screen. It turns into a grey area though since slowing it down too much could bother some players that want to jump to the next thing as quickly as possible. Thanks again and I'm glad you had fun.

Submitted(+1)

I find it funny when he jumps :D

Also I bugged out of the game (while drinking the rum, my soul somewhat went to the next room and it didn't return back to the body so it stucks in this screen)

Developer(+1)

So sorry that happened to you. There are issues with the game if you fly the bird through the doors and leave the pirate behind and that last rum barrel can be an easy spot for that to happen. 

Thanks for playing and hope you had fun!

Submitted(+1)

Nice game , did not liked the slippery walk. Is to much, i had to go back and forward so many times. Other then that , the game is cool. Well done.

Submitted(+1)

Well done on the project!  Huge praise to the graphics + audio design on this. Good variety of enemies and game progression elements. Some room for improvement here:

1. The sword attack mechanic should be the first thing that is fixed. It is slow to trigger (which could be by design, but it didn't feel good). Furthermore, sometimes I'd try using my attack and it wouldn't trigger. This could be because I tested on a trackpad though! So in that case having an alternate button for attack on keyboard would be nice :)

2. The motion controls on slopes felt very awkward. It honestly got the job done, but I felt like I was sliding and not running half the time.

3. What's the purpose of the coins? They seemed like a health system similar to Sonic with the rings. I'd love to see the coin mechanic have a bit more depth -- especially because pirates LOVE COINS. Can you buy bullets? Do you need to pay bribes to reach certain areas? Playing with currency that doubles as health feels like a fun way to leverage this mechanic for all its worth.

All around great job and thanks for the submission!

Developer(+1)

Thanks for playing and the feedback! The coins were only intended to act as a pirety health system by the original design, but giving them more purpose (and consequently more value to preserve) would be an awesome way to extend the system.

The input problem on attacking and bouncing on slopes would definitely be first priority in further dev and you're absolutely right there, but for the sake of having a "less broken" product for turn in we decided to punt on those for other priorities. 

Thanks again for playing!

Submitted(+1)

Nice work -- I played to the end (though in fairness I had seen the hint about the final task) and had fun playing it.  The music is outstanding, it adds so much to this game atmospherically.  I also liked the sound effects -- especially the shaking of his head at the checkpoints.   The character is great and the sprites he picks up along the way were very fitting.  Things like the checkpoint animation and skeleton-salvaging add personality to the character, too, which I liked.  The parrot switch mechanic was fun; in further development you might consider preventing the parrot from flying off screen (for me, this resulted in the parrot coming back on screen stuck behind walls, though switching back to the character remedied it), and perhaps locking the player movement upon switching to the parrot, to prevent him from sliding.

I had fun, nice work!

Submitted(+1)

That was a fun transition from the main menu to the crashed ship haha.  It was fun to explore the caves too! Great job submitting the game :D

Bug report: A few times I ledge grabbed on the angled slopes and fell through the world.  Seemed to maybe happen if I fell a long distance onto one?  Don't feel bad though, my game has bugs as well hehe

Developer

Thanks for playing and for the report! We found several issues with collision/physics after we started testing web builds instead of playing in-editor. We hadn't encountered ledge-grabbing through the world yet, but it's definitely worth looking into, lol.

Submitted(+1)

Great theme and presentation! I felt the movement in slopes and climbing were a kind of buggy. Sadly I could not finish the game. I got all upgrades up to the gun, then entered a room where clouds could be seen in the background. My character was nowhere to be seen and I was seemingly softlocked

Developer

Thanks for playing! The disappearing player is an odd bug that we hadn't encountered yet and sorry about the bouncy physics. We had intended to do some polish on handling slopes, but sadly had to cut that effort for other priorities (like a couple of game-breakers).

Submitted(+1)

Hey nice theme! If I do say so myself ^^

I really enjoyed playing, I think I did everything? I got 35 max coins and I beat the ship, but then I'm left in the next room with the broken boat. Also there was a door on the top of the map that doesn't lead anywhere? I thought it might be a secret :)

Grabbing onto a ledge is super satisfying, I had a bug a few times where I'd get thrown the opposite direction after climbing up? I was using gamepad if its related.

Overall great experience, I'd play a proper version of this :)

Developer(+1)

thanks for playing and the kind words!  after the boss is defeated, you're left with a broken boat but you might be able to make it seaworthy again... perhaps there were some spare parts in the cave somewhere...?    

Submitted(+1)

Very Nice Game Arrrrrr. Like it! - Some Decorations for the Cave would have been nice, so its not so monotone - I like the Theme you choose alot!

Developer(+1)

Thank you so much for playing! 

Set dressing was on our list of things that we could cut to get other things working so I concur that the visuals could be fleshed out more.