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(+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!

(+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!