I've added a Particle Limit setting to the Options menu in the Video tab. You can now try tinkering with that to find the sweet spot for your machine. Thanks for reporting and helping me identify this issue!
One Flow Man
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Hey! Thanks for reaching out about this. I have added a setting in Options on the Video tab called Particle Limit. I believe that the explosion of coin particles was responsible for the crashes on lower-end hardware. Try setting that to something like 10 to see if that solves the issue. You can always edit it again to make it higher to see where the sweet spot is for your computer. Let me know if that resolves the issue.
Thank you for the info! Is there a specific particle effect event that leads to this? For example, I know the fire particles from the Rum Barrel can get a bit intense if you light a huge horde on fire.
Or is it just the first time particles appear, like when the first elite enemy shows up at minute 1?
Thanks for the feedback and welcome to the discord!
The Naval Ram is indeed a good beginner friendly pick. It does have some drawbacks though, one being you tend to take some damage when using it, and it's overall DPS output usually pales in comparison to other late game options, especially once you get some cursed weapons. I'll keep an eye on it though, I track all the stats for everyone's runs so I can look at the trends in the data :P
Oof! I apologize for getting locked on that screen. If I push an update, from my testing it resets everyone's save data (it's related to how itch saves that data), so I am hesitant to push a fix for it, since it's not a part of the game you will constantly interact with and you can fix it by refreshing the page. Things for letting me know though, maybe I'll add a note about it.
Ahoy Mateys!
Lord O' Pirates is a pixel art top-down action pirate ship battling roguelite! It started as an entry for the Kenney Jam back in 2022, and I've been working on it part time ever since. I even managed to pick up a pixel artist along the way and completely overhaul and beautify all of the game art!
The game is inspired by roguelite's like Vampire Survivors, and the pirate ship battling games of old like Sid Meier's Pirates! Unlike a typical VS-style game, you have a lot more control over your ship's movement and rotation, allowing you to aim and evade in more engaging ways. The goal was to find a middle ground between VS-style gameplay, which some find a little too passive, and a more traditional action roguelite/bullet hell, which some might find too much, or at least too much to play while watching TV. In my many hours of testing and playing, I've found it to be a game I CAN play while multi-tasking, but also a game where sometimes I want to give it my full attention to really try and beat a specific challenge I am stuck on.
Pirates and the ocean also carry with them a sense of adventure, and so I wanted to make the game lean a bit into exploration, finding meaningful treasure, and learning the layouts of the maps. To achieve this, the game includes lots of unlockables, many of which are unlocked through exploration. I also love a game with secrets, so there's a few of those hidden in the mix as well.
I've really tried to have fun with it and put a lot of references into it to things I personally enjoy, whether they are other video games, anime, historical figures, etc. The game is also pretty funny at times, or at least I think so haha, so be sure to read flavor text!
This release is technically the beginnings of a larger game. You could call it a demo, but those who have play tested it ended up thinking it was the entire game. There's hours of content to experience and unlock, and because of that, I think of it moreso as a free version of a game, which will eventually have a larger paid version.
You can check out the itch page here: https://oneflowman.itch.io/lordopirates
Below is our teaser trailer for the game... That is me in the trailer. I have a history of making music videos and whatnot, so I kind of couldn't help myself to have some fun with it lol. My intention was to go for a Saturday morning cartoon toy commercial vibe haha
Some Screenshots:This was a fun puzzle concept that allowed for many solutions and much experimentation.
At first I thought it could be improved by showing the requirement for building everything before you unlock it. After playing further though, I am not so sure. There was a sense of accomplishment and fun to be had from the experimentation too. I think it's just a little too much trial and error at first, but maybe there's some way to reduce that without fully abandoning the experimentation process. Maybe if there were a couple more combinations that resulted from using the base tiles, there'd be less "errors" to the starting trials.
Either way, everything looks and works with polish. Great job!
I loved how there were different jump animations, it's the little things like that that really make for neat games.
Aside from that, I assume this project was a good learning experience for you, and I commend you for getting a submission in before the deadline. If I were to update only one thing, it would be to remove the camera rotation from the mouse and lock it to the character rotation using A/D keys. Ether that or lower the sensitivity of the rotation and require RMB to be down for it to activate.
Hahaha Grow Ho Grow Ho was a title contender as well XD
More is certainly to come. I especially hated the angled cannons. I added them at the last minute because I realized the pirate ship art asset already had cannons on it and they were angled and I was too lazy to open an art program... regrets lol.
If you're interested in playing an updated version, I've decided to keep running with this game for a bit, drop me a follow for update notifications.
Also just wanted to say, hello from a fellow Arizonian!
This was a really cool rpg/puzzle mashup. I love that I could map my own path by drawing it too, instead of it be automated to the most "efficient" route like other tile based games do. It eliminates having to do multiple clicks to move precisely the way you want.
My main constructive feedback is the level select screen was not very intuitive. I am embarrassed at how long it too me to figure out how to start the game lol. Need to make the available levels stand out more from the unavailable ones.
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.
The speed of movement and jumping all felt fluid and responsive! Definitely challenging, took me quite a few tries each level.
If you are using Unity, you should look into exporting to WebGL, that way people can play your game in browser without having to download anything. It was tricky for me to get it to export and work right on itch at first, so if you need any help, feel free to reach out on any of my socials!
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!
This is my favorite idler I've played this jam. The atmosphere of it is awesome. I think the mechanics need to be adjusted a bit, but for a prototype this is a good foundation. It gave me like solar system simulator vibes. There's a lot that could be done with that.
Also I had too much fun and broke it lol:
Pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew
lol that sound is going to be in my dreams tonight. I liked the concept of a back and forth score system between the enemy and you though.
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.