Great take on the theme! The animations are full of personality, and the game has a high level of polish. It’s tough but fair, though some feedback before bosses become undamageable again would be helpful. I had a lot of fun, great job!
ruin13
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The ambience was incredibly creepy, and you really nailed it! However, I struggled to find a way to progress past the hanged man room. Consider adding an indicator or using a different shader for interactable objects to make them stand out better against the background. That small tweak could really help players navigate without breaking immersion.
This is such a unique take on the theme! I love the callback to Zoetrope-style animation. You can go far if you keep developing this concept. At first, I found the boss HP a bit on the chunky side, but the charged attack dealt significant damage. Some damage balancing might help; consider how many hits a boss should take before being defeated, multiply that by the player’s base attack damage, and fine-tune from there. I hope to see more from you guys in the future!
Amazing visuals and juicy feedback! Every boss attack looked incredible, and their patterns were really cool. I was getting hit constantly, but I appreciated the generous player health. I loved the idea of executing the bosses, though a cutscene before transitioning to the next scene would have been a great touch. I had a ton of fun with it!
Really cool! I particularly enjoyed the witty dialogue from the parrot, it reminded me of The Secret of Monkey Island. The music choices were spot-on, enhancing the overall nostalgic experience.
Swapping between the cannoneer and the captain was also really fun, it really made me appreciate the multiple difficulty choices as I was getting used to the mechanic.
First of all, I love the art style of the game. The backgrounds and effects look amazing, and the lore is fantastic. I wish it was implemented more in the game!
The boss design was also really cool. The first boss was tough, but it felt satisfying to crack.
My only significant concern is with the special attack. I feel that adding feedback to let the player know when their special attack isn't available would be beneficial—perhaps a sound or a visual cue. Alternatively, you could consider allowing the player to start with a special attack. This is to avoid confusion, as you show the Special Attack button on the controls in the first scene, but pressing it seemingly does nothing.
That said, I enjoyed what I played and I look forward for more!