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Fabled Forge Games
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Great game! I only made it to level 4 but it was a fun ride! Some of the challenges are pretty tough but very satisfying to finally pull off! And being pursued constantly really makes you think about every move. The checkpoints were spaced well and the coins are a nice way to help the player. The wall jump was a little tough to do consistently and the movement was a little floaty but all in all the controls feel good. I really like the level design and how each level introduces a new mechanic then expands on it. Really great job!!
Cool idea! As someone who also made a game about pirates, I'm pretty bad at using a cannon haha. The visuals were super clean, although there were a couple of shots I thought I nailed, but were counted as misses, so I guess I didn't fully understand the hitboxes. Overall this was a pretty enjoyable game though, nice job!
I really liked the art style! The mechanic is really interesting, but my platforming instincts kept making me react to the movement in a way that sent me flying the opposite direction that I wanted haha. I'm sure with more practice I would get the hang of it. I did manage to reach the end after a few attempts! Nice work!
Thanks for playing!
Yeah, I wish I had time to implement more tutorial stuff, unfortunately the game jam timeline got the best of me. I'm hoping to improve on a lot of that post jam.
The half medallion disappearing is kinda strange, there is a way to expend it, but you most likely would have noticed doing it, so I'm inclined to think that it vanished due to a bug. I'll definitely look into it!
I intended to add more to the home island, but again time got the better of me, so currently none of the huts have any functionality. There is however merchants on the sea that will give you a chance to spend some of that hard earned gold on upgrades :)
I think the idea of adding a crosshair is an excellent idea, I also have some ideas for smoothing some of the rougher and more confusing mechanics in the future.
Thanks again for playing, and giving such a great breakdown of your experience, it will definitely help us improve the gameplay post jam!
Thank you! I'm really happy with the way the salvage game turned out :)
Yeah the huts were a last minute addition, they were gonna be a tutorial of sort, but time caught up with me. Other Island do have things to interact with though, if you ever feel like giving it another go.
Either way, thank you for playing!
Thank you! Yeah, the rift thing is a known bug, it's already fixed in my post jam version :).
I totally agree about the damage! The spike thing is already on my radar, for some odd reason it works as intended in the downloadable version, but works like you saw it in the html version... Adding knock back to the enemies is a great idea!
Thanks again for playing and giving feedback!
It's pretty impressive that you managed to get a 2 player mode, and controller support in!
I think the game could use a little more feedback when you attack enemies. It's pretty hard to tell when you're doing damage. And maybe a slightly more controlled jump would allow you to dodge enemy bullets better.
I think with a bit of tweaking this game could be quite fun!
Wow, thank you for the in depth writeup! We had a weird issue with hitboxes in our html version, so the spikes and destructible blocks had bigger hitboxes than expected. They work better in the downloadable version, I'm not 100% sure why...
As far as the skills go, you do unlock one after every level. you can choose which one to use with the select button, and you can use it by pressing up+attack. Unfortunately, I ran out of development time, so I never got around to teaching the player all of the mechanics. One of the abilities helps you get past destructible blocks :)
The password system does function in the downloadable version, but in the web version the "accept" button double triggers, so it goes to the password page, then it accepts a password of all zeroes with one keypress.
I'll look into the game widow sizing, I neglected to setup the linux configuration during the jam, but it should be a simple fix!
Thanks so much for playing, and leaving such useful feedback! We'll be posting a bunch of fixes post jam :)
Yeah, I think you're right! My shift key is right above my up arrow, and I think I must have pressed them both while I was trying to jump. It's definitely tough to make a control scheme work with only a few buttons, but I think the main reason I had trouble is because I was using a compact keyboard.