Steampirates of Bermuda by Bificommander

Arr matey! It's time for you to gather your crew, board the Coalheart, and set sail for the rich trade routes of the Bermuda Triangle. Find those laden merchants by the sound of their chanties, then give them a taste of your thermal ray or your broadside cannons. Send them to the depth, and be sure to get their loot on board before it too sinks. Once your hold is as full as can be, head back to your home port to cash in your prize.
But be careful. There's something dark in these waters. And it has a taste for blackhearted pirate souls. Like a shark, it will follow the smell of your blood through the water, getting ever hungrier and faster. But you're no frightened landlubber. And besides, there's an old sea dog's trick: The one thing these eldritch horrors like chasing more than your pirate ship are dark souls offered to it in sacrifice. So find yourself some "volunteers" amongst your crew members and have them walk the plank. Of course, whomever your sacrifice won't be doing his job no more, so your ship's performance will suffer in some way. But the Coalheart can get by on a skeleton crew if need be. And on the bright side, dead man don't get their cut from the loot.
Well, I finished the game, just barely. It doesn't nearly have all the features I wanted to implement (like decent Merchant AI that fights back, lookout-crewmembers that show you indicators to merchant ships, or even a start menu), but I hope you'll have some fun playing it nonetheless.
The game was made by me, Bificommander, in Unity. It uses some standard Unity assets, and a collection of free sound effects.
Press Esc for a list of controls. The game ends when you die or when you return to the green homebase that you start at. Note that for the final score, the amount of loot you collected and remaining HP are counted, but the number of crew members you sacrificed is not. Can you make it to the Dread Pirate rating?
Post-jam update: I put in an hour or two of extra work to polish the game up slightly. It now has the in-game UI that I removed because it wasn't done, has some changes to the map that prevent you or the merchants from getting stuck so easily, plus some minor interface tweaks. It is definitely the game experience I recommend, but if you want to be strict with your rating, the original is what I finished by the Jam deadline.
Post-jam update 2: I tried making a web version of my game, with some of the feedback in mind (notably trying to reduce the drifting a bit). While I was at it, I also modified it to serve as a Sinterklaas-surprise (think Secret Santa), which is why the loot and chanties are different, and what the Present hint refers to. I hid no presents in your houses, but you can still play the web version. There does seem to be a bug that occasionally makes the loot pickup not work, but I haven't been able to replicate it within Unity and haven't found a fix.
Ratings
| Overall | 825th | 3.029⭐ | 36🧑⚖️ |
| Fun | 775th | 2.912⭐ | 36🧑⚖️ |
| Innovation | 509th | 3.162⭐ | 36🧑⚖️ |
| Theme | 793th | 3.044⭐ | 36🧑⚖️ |
| Graphics | 751th | 3.029⭐ | 36🧑⚖️ |
| Humor | 566th | 2.742⭐ | 35🧑⚖️ |
| Given | 36🗳️ | 34🗨️ |
@corbak: The steering is quasy-deliberately. I did want there to be quite some drifting, but I'll admit I may have gone overboard. I tweaked those controls on the first day, when I didn't have enemies yet, and these settings were kind of fun to just zig-zag between obstacles. But I didn't rebalance them when it became time for the actual gameplay. And yes, I think I will make a version with the UI added, plus some other minor tweaks. Bigger gameplay elements like the big merchant ships shooting back were also planned, but adding that seems a bit too much.
@rumor Point taken on the inertia. There are the green lights on the side of the ship showing when the broadside is up, but indeed there isn't a timer to see how far along you are. The considerable reload length was added so there'd be a point in maneuvering to bring your other broadside to bear, but I admit it didn't feel as fun to play as I'd hoped. As far as further updates, I was originally planning to do this type of ship-combat with space ships, but when I saw the theme I decided seagoing pirates made slightly more sense. But I think I'll use the spaceship idea for further developing, (apart from variaty, that's also the reason I wanted to include a ray-weapon) although I might release a second bug-fixed version based on further feedback.
@kruemelkeksfan Yes, I also noticed picking up loot without helmsmen gets very hard. Although you could probably use the fact that the loot always comes out on the right of the ships to be in the right place from the start. My personal best score is 51/54, and I'm up to a little over 1 crewmember per ship looted, but that's admiteddly with knowledge of the ships' general routes.
I didn't think the zoom-in got that bad, but the effect is indeed a bit stronger than it ought to have been. Woopsie on the typo. If I do another update, I'll also try out a bit of spread to the cannon balls.
Thanks for your feedback everyone.
Wow. Ok, so the controls aren't the greatest, ok, but they aren't convoluted, and they seem to do what you intended them to do, so kudos there!
I'm impressed you were able to include these particle effects in this time crunch too. I mean, the graphics in general are top notch for a Jam. You did well meeting the theme, and overall I have to say that I have nothing new that others had not already mentioned to tell you other than I think you really crushed this. You obviously have a lot of talent, and you should be proud of this entry. This is a real accomplishment, not just anyone can pull off. And, you seem humble and honest. I'd pick you for a team any day.
@elitegoliath Thanks a lot! I'm happy the graphical effects worked out well. I didn't have a whole lot of experience with them, so most of it was started from scratch and learning as I went. I didn't have time to implement a wake-effect, but the rest looks decent. I hope you're right about my talent, in a few months I'm going to try to make an actually releasable game, one that's tangentally related to this one but with spaceships. Wish me luck :)
@wowbagger That would be the Eldritch Horror haunting Bermuda. Its evil aura is visible but its true form is hidden in the darkness at its core. This is done to heighten the mystique and fear, and not at all because I had no idea how to make a tentacled monstrosity within the deadline :p