PirateRiot
Creator of
Recent community posts
I had fun! I laughed when an oncoming car just went full homicidal and was driving straight down the side walk. Sticking to just the right side of the map will allow you to go on forever it seems without danger. Even doing nothing zombies just fall apart on the players circle so maybe some thicker zombies in the mix next time! Best part of the game is trying to time when to run the pack of humans to the safe zones. More incentive to cross sides or forced crossings could make the player have to make more choices. Great work!
WhaaaChaaawww! Music and sound design are great. Levels look good too. Gameplay could be rounded out with more platforming elements and tighter controls. Hitbox on the weapon is a little precise and jump attacks lead to you being suspended and falling slowly! I can see the love that went into the presentation though; nice work!
Excellent tutorial! Colors are well chosen and the game looks great, I would increase the speed of the base unit as sometimes it can feel a little slow between nodes. Another quick note would be to change or remove the sound of going over a node as I felt it was a little more grating against the rest of the aesthetic! Its been said but repeating areas (seemed like I couldn't boost off the nodes I already had?) is a little bit of added tedium. Ultimately I think this game executes well in presentation and felt polished. Nice submission.
Looks and feels great. The textured background is simple but does so much to make the game easier to look at. I found the boss fights and the multiple enemies to be the best encounters and the enemies with lots of health less so. Its been said but I think a parry system or some form of clash system would be interesting! Could see this game being fun even without the shadow so maybe some more ways to use the shadow to "bait" enemies? Anyway; inspiring and well done!
Art and music lend to one of the best atmospheres I've come across! Gameplay seemed pretty straight forward but provides a nice proof of concept. I did experience a little bit of slowdown it seemed and movement became a little choppy. Enemies look great! So much room to build off this idea and keep going if you decided to. Great job team!
High level of polish in presentation and gameplay! Game looks and feels great. At first I went for a circle the room strategy but after 1 and 2 kept killing me (gee, who are those guys?!) I went with the hunker down in the middle strat lol. Really enjoyed playing this and it deserves all the praise!
As a few others have stated a map could be very beneficial! I think the game could most benefit from an indicator or message to return to center to pick up new mail. Music was very nice and villagers have some nice comments that add some depth to the world. 10/10 would continue delivering mail to Nuggins!
Loved the concept and execution! Super quick to pick up and learn. My cannon got shot down and I was left a plank of wood in a sea of dangerous pirates! AI are difficult but I liked the level of challenge. Some indicator of a ship nearby offscreen would be great and I think just running into those solo pieces and having them snap onto my ship would be great. Good job!
One of the first games I tried from the discord channel! I like the take on a type challenge and I think the real star is managing the keyboards. I would like to see the keyboard cables snap back or retract back to their original keyboard; although untangling and trying to manage them was part of the charm. Great work!
I really like the idea! Some things that could use improvement; an indicator that blinks or shows where the car is coming from. I think the arrows that show which directions the car will go could turn green after the action is taken and red when it fails (might be easier to track movement). Lastly I think the power creeps up a little too fast I would love to spend more time with the one car! Great work!
I enjoyed toying with variations of mech to send out into the world! Would be nice to have some activatable defensive option for incoming attacks (maybe directional?). If parts would "snap" together more I could spend some serious time making the dream drill bit lawnmower! Fun concept; some magnetism on the joints and this is off to the races.
Theme is great and having to manage which tower is active is kind of unique. Elements add a layer of complexity but feels really difficult to not take damage when you're caught by a new element without the right tower. Maybe something that says what's coming next or a tooltip when hovering enemies that tells you what its weak against! Great job team!