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Gamepad works natively, which I usually don't expect but its really nice. Shipwreck is nice, Title music is very comfy. Is this Enginedevved? Looks like it based on the non-existent folder structure. If it is, are you using any libraries for Controller reading? Mind sharing?

Says press any Button, but doesn't work with any Button.  Main Menu has no Button preselected, which feels a bit odd. I'm assuming Graphics are mostly placeholders, not only in the Title, but also in the Game aswell. They work, but for something final they feel a bit empty and Paint-like.

Options>Gameplay>AllPlayers is empty. Title Music gets better over Time.

Control rebinding doesn't allow to hold to move quickly between Options. TItle Music has a bit of a bad fade when it finishes, would prefer a better loop of the later part instead. But I'm spending more Time then necessary in here, not necessarily to check out Controls, I also just want to listen to that Song.

I like the Intro, its nice, and fits the low Resolution well. Nice swaying Palms, altho their Sprites need a bit of Work, Palms are thinner on the Trunks and with longer Leaves I think. Beach could be less til-y, but I understand the limitations/look of Tilebased Graphics here, so maybe just animated Waves? Grass to Sand Transition does nothing Gameplay-wise I think, so you could smooth that out. UI isn't very good. As in Looks, Designwise its fine, conveys everything I need simply and clearly, but it just feels extremely placeholder. Don't like the Music as much as I liked the Title one, not nearly as much. Also its background Music, it should really loop, and not fade in/out when it repeats itself like that.

The Door interaction is great! Its such a simple 3/4 Frame animation, but it works out very well. With the whole Game in that Artstyle or something similar it'd be alright, but the bland Detail-less Grasstiles everywhere, the fully square and equally detailless CLiffs and the odd Palms take away from it.

You're missing Sounds for the Door, and a lot of other Things as of now. The grab Soundeffect sounds odd. Should've introduced Lock-on before the first Combat, but its fine, your Controls are very intuitive anyway.

Combat feels good, even without a Weapon. Lockon is smooth, the circular marker works, hits feel satisfying, the death explosion is great.

Tents as Respawn Points work for a Shipwreck Game I think. I don't know why a Tent is constructed there in the first Place, maybe some Hermit-lore or something could work there, and its missing a cooking fire to make Healing Potions or something on, but thats very optional I think at this Point. 

The Tent itself needs a bit of work Graphicswise, the Fabric looks a bit too even, especially at the Top, but not bad as of now. Character could step a bit faster I think, it feels a bit slower then what the actual movement Speed is. Maybe the Interaction Circle for the Tent would make more Sense at the Entry, not in the Middle, but that would have to be tested, just a thought. The Timepassing is alright, its a bit fast on the Animation, so I couldn't see the Sun/Moon tho, but it didn't feel like they looked bad.

The Treefade is nice to have, but a bit too big in its Radius I think. It fades out half of the Screen when I'm behind a few Trees, instead of only whats rather near me. 

I love the litte Guys fighting, it really feels great, with the big Eyes when being grabbed, and everything. I wish it would make a little more Sense tho, and you could differentiate between Characters easier, as opposed to just all being the same white Dummy. Maybe little Pirate Bandanas or native Warmasks or something to make more Sense? 

Died, didn't pay attention to the Health. My Fault, its clearly visible and has nice Audio Feedback, but I think with a better HUD this wouldn't happen so easily. Something more then just putting them all as colored Lines on the Top.

Nice Drinking Animation if you can even call it that. The Resolution and direction of the Artstyle, even tho most Assets are unfinished and/or Placeholders I hope, really lends itself well to these simple Transforms on Objects. 

Would be nice if I could press Dodge to stroke in the Water, for a bigger swimspeed, currently it feels more like floating. Also maybe some Waves around the Player?

I kept trying to use D-Pad for Items instead of FacebuttonLeft, maybe thats just what I'm used to.

Your Palm collisions reach into the raging River. I can't grab the Spiky Guy from the Front due to spiky Gloves? Nice Surprise. EquipScreen is there. Its not taht good I think, but its there, and it works for now. I wish Menues would support Stick aswell instead of just D-Pad, having to swap between the two all the Time is a tiny bit annoying.

Back should be Bag, no? I pressed it thinking I'd go out of the Menu, but I got into the Inventory. Also nothing for me to do in there.

Trees blocking hits is a mixed Bag. I appreciate it being there, it adds to the Realism, and it doesn't feel all too bad, but it doesn't really feel good either. It can get annoying getting Stuck constantly, especially if the Enemy spawns next to a Tree and you can'T sneak up on them unless you're swapping away from the Sword for a more poke-y option like your Fists for that. Also should only block on the Swing, not on pulling back I think. If I'm standing next to a try and starting an attack, it should consider that and pull back accordingly so I don't hit it, maybe only hit it if I'm swinging into the Tree direction basically, not parallel to it? I don't know.

Grabbing with a Sword is a pretty brutal Impalement, didn't expect that. The Background Music gets a bit annoying at this Point. I keep reading it as K.O.-Salve, not Ko-Salve. If you're going with a Shipwrecked theme, wouldn't a Sabre be better then a Knights Sword? Stunlock in Combat seems a bit long, so if you get hit with the first Hit, the follow-ups of the Combo will most likely hit aswell. Can't seem to dodge out of that either, unless I ran out of Stamina, and didn't pay enough attention to that? 

And now, after a bunch of Trees and Stuff you teach me about the Alternate Attacks for Stabs? I wish that'd been sooner. Disregard what I said above then. Wish Enemies could get parried by Walls aswell tho, the Spiky Guy especially with his wide Swings. 

Enemies can get Stuck on Corners if you're also close, trying to navigate into you but just jittering on the Corner. 

The Cave Tiles is what I'D expect the final Graphics for this too look like probably. It has a nice Amount of Details to look more interesting then the Outside Stuff, but not so much as to look too cluttering. But it could use some variations and doodads. Some Cracks on the Walls/Floor, maybe Stone carved Masks in the Walls aswell, or some alternate Tiles to place around important EntryWays/Along middlepaths between Doors? Also doesn't make Sense for a Cave, but for some kind of old overgrown Mayan Temple on the Island I could see this work. If it had more Greenery and broken down Stuff then. Maybe a few small Ferns growing in a Corner somewhere, swaying when the Player walks through them?

Whats with the Guy running away from me on the Tiny Island and drowning? Did I mess something up? Thought he looked sad with his little Moustache, got him to respawn with the Tent, but then he threw Poison. Guess not a sad stuck Person after all. 

Its a nice Tutorial-y Area tho, teaching you about Projectile Enemies, Poision, drowning, and all that. Drowning them is also really fun, just like the Combat.

I can't equip the Crossbow Primarily aswell? What a Shame. And I can't grab anymore when I have the Crossbow, and don't have a light Attack with it. Sure, I can switch back to the Fist for the grabbing anyhow, but I still wish the Left Shoulder was bound to something on Crossbow. Even if its just a pushback with the Handle or something like that.

The Gate with the Lever is a bit too light compared to the Walls and Background I think. It stands out too much and seems to be missing some Shading.

Dodging over the Water seems hard. It has quite a bit of Wind-up Time to it I think. You don't retain Momentum when dashing into the Water, so you have to think about immediately pressing up, or you will drift off and have to run back around again. Or at least when Sprinting and then dashing it seems. Probably due to the falling to the FLoor thing doing its Stuff in Water.

The Hitbox for the Player doesn't seem to change when in the Water, altho the Sprite gets lowered quite a bit. So theres an Area at the Top of the Water where you can't swim at. Overall the Player Hitbox should be half in Y I think, so you can overlap the Cliffs and Stuff with your Upper Body.

Its nice that you can skip part of the River if you know what you're doing.

The Sound when throwing Enemies off Cliffs and everything is also great. But they seem to just climb back up if you die. 

The Bossfight was pretty easy, but properly intense. Nice Music, nice Abilities, its nice that everything kind of Works, but I found myself to still be swapping between Shield/Crossbow/Fist as needed to poke, block or grab him. I kind of wish the Swapping was bound differently tho, I have to stop movement in order to swap the Item around. I don't know how with your current Setup tho. You can't really bind Attacks to FaceButtons, as you have 4 Attacks, dodge and UseItem in Combat.

Finished the Tutorial, time for the Game. It says Consumeables restocked, but it doesn'T seem to do so, I still have to do it manually at the Chest. Music doesn'T fit very well, I want the TitleMusic back.

PoisonSpitter Projectiles End after maybe a third of a Screen, so you can just stand safely out of range with your Crossbow. 

Was curious wether Waterfalls push me down, got answered by an Enemy messing up, nice.

I'm also not fighting 5 Spinners at the same Time, screw you, I'm just gonna thief the Gauntlets.

Found an MP3 Player? Alright, maybe I can listen to more of the TitleTheme with that. No, only some weird Guitar. Oh well, its better then the Background Music, altho it fits even less obviously.

Nice that you have variable Waterdepth with your small Rivers.

You have a big issue with falling Enemies. If you exit the Screen right as the fall, they store the falling Position as their Respawn. So if you re-enter, they are just stuck in a permanently falling loop, constantly retriggering the Wiouh Sound while doing so. Very annoying.

Found the Greaves by accident, your Stuff is nicely placed. The Map Layout itself is also pretty alright, it just gets dampened by the blank Graphics a bit at this Point. And maybe could use a bit more Detail. Not much, just a few Rocks or Ferns here and there, maybe not so straight Cliffs every once in a while. But you have to obviously be careful with those, fighting in tight corridors doesn'T work as well for this as in those semi-open Areas you have at the moment. 

The 5 Spinners can get stuck on each other with their Pathfinding, and jitter around. The Dash over the Ravine works well and un-explanatory, thanks to the Riverdash being explained. And it being kind of obvious.

Equipment Menu Cursor for where you're hovered is a bit hard to Read.

I'm also going to take the MP3 Player into the Dungeon with me, in case I'm missing something. I can't swim in Lava, what a stupid assumption of mine. You keep the Key upon dying, and its faster then running back through the Maze Part.

You have a lot of Stuff, like Wetness against the Burn, but I can't set my Arrows on Fire by shooting through the Braziers? I did not expect to learn about Map and Menu at the End of the Dungeon, but the Island Map isn't all that Useful anyway, Inventory kind of feels unnecessary, and the rest is more or less nonfunctional at the moment anyway.

The 2 Claw Dashing Enemies are kind of a Joke in Terms of difficulty, the take longer to wind up then you take to regenerate a bit of Stamina and swing, so you can just stunlock them completely.

I keep pressing DPad Down in the Dungeon to use Items instead of UseItem, it feels so much more natural in the Hectic of the Combat. And apparently the Communists can grab me through the Shield. Fine, I'll not use that then.

Having a Pipes map is nice. Not knowing where the Lever for the broken one is isn't. Enemies following you into the next Room also isn't I think. Took a bit, found the Lever. Apparently I had one more Key then I thought, its obscured by the FPS Counter.

The small winding Pathway Areas are trivialized by the fact that you can just dash over all the corners/bends and shorten the Paths to maybe a quarter of the Length.

If you have variable Waterdepths already, shouldn'T the Puddle to make you wet in the Dungeon be enough if its only waist deep? So you don'T slow down as much when having to swim through it?

Neat shortcut at the Watergun, didn'T expect that.

That Boss has a lot of Health. A Lot. Messed up with the Itemswitching again and again, that really needs to be more fluid I think, but I have no Idea how to. Or rather, I keep switching Weapons, but then trying to use an Item instead of the Weapon in Question. Something is unintuitive there.

I also can't use the Watergun when I'm on Fire? Or maybe I just pressed Left Shoulder instead of Left Trigger. See the part above, something is off there. It only happens when I'm stuck in Combat and have to do it intuitively without thinking, so your default Controls might be off somewhat. Or just allow the Watergun/Crossbow to shoot with both shoulder and trigger?

You can stunlock the Boss into repeating his ultimate Move, until the Watergun randomly decided to not work anymore. Seems you only get 4 Shots before the Boss becomes just completely immune to the Watergun or something like that. Guess I'll remove that Item from the Bar aswell, leaving only the regular Crossbow.

Its nice that the Bossfight works with the Environment so well. Its not nice that its just a ring around the Border, something more dynamic could maybe be better. And I can't drown the Boss, or use most of the Items in there, they just kind of feel useless in that Fight. Other then that it was a Fun Fight. And a Fun Demo overall. Graphics should be prettied up I think, some Sounds are missing, but were they aren't they fit well. Music doesn't fit so well most of the Time, the Bossmusic was alright, and I really liked the Title Theme, but the Rest not so much. 

I should be able to swim off Maps and/or move over to other Areas everywhere where there isn't a blockage by Rocks or Trees or something, even if its just empty Ocean and I drown or get eaten by Sharks. The Design is a bit over the Place, between a Shipwrecked Tropical Island, medieval equipment, modern Watergun and MP3-Player and the Enemies. Best for them would probably be natives with weird Shadowweapons and funky masks or something. At least thats how I pictured them in my Head. With thriving Shadowtentacles to grab me, voodoo/tiki Masks Plant clothing and all that. 

And your Trees have some issues. Could sway a little less I think, need to be thinner Trunks, and fade out seemingly in screenwide Rows rather then a circle around the Player. 

Still, very Enjoyable Demo, played roughly 3 Hours.

Hey, glad you had a good time. Sorry for taking a bit to reply to your post. I won't reply to every section, but I will say that the anon who said the game is GMS2 in the thread was correct. I'm also happy that the majority of your complaints are about things that are in test phases, (tree graphics, visuals of player/armor/weapons/enemies) music (as it's all royalty free and I know nothing about music editing yet), and more. There are also things that I feel will make more sense once related systems are implemented, such as being unable to change gear outside of the box. My next main goal is going to be implementing the options menu while in the game proper, as well as adding difficulty options.