Steampirates of Bermuda by Bificommander

[raw]
made by Bificommander for LD 43 (JAM)

Screenshot2.png

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🗨️

Feedback

aevek
04. Dec 2018 · 08:31 UTC
It looks like your itch link is to edit, but the drive one worked fine. Once I figured it out I really enjoyed the core gameplay loops. Hunting down merchants while always being afraid of the evil purple dot was fun. It also really made be think hard about which crew member should be thrown overboard to appease the purple demon entity. I did have trouble knowing which crew I still had available, but as you said you ran out of time for UI. Its a shame, as with that I think this would have been an excellent game.
Corbak
04. Dec 2018 · 08:55 UTC
The concept is cool, and the graphics good. I would change the stearing control a bit it feels like you control a big piece of soap when you are turning, maybe to much inertia? Too bad you couldnt finish the in game UI , it would be easier to understand how to play :-). I look forward to the update with some UI ! Good job!
🎤 Bificommander
04. Dec 2018 · 12:32 UTC
@aevek: Glad to hear you liked it. I was in such a rush at the end, I didn't have much time to polish up the gameplay loop. I'll check out that itch link.

@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.
🎤 Bificommander
05. Dec 2018 · 22:16 UTC
@aevek, @corbak: I made the updated version if you want to give it a try (and aren't already up to your armpits in games to play)
EdwinGameDev
10. Dec 2018 · 00:59 UTC
What are the controls of the game? Just mouse and arrow keys? i didn't got it.
rumor
10. Dec 2018 · 04:05 UTC
Thank you for being honest and forthcoming in your updates! To start, I also had some trouble with the controls, through the inertia is important to the experience it's just a bit *overboard* (heh... sorry). The UI is kind of hard to read at high resolutions. And I thought a laser was kind of a strange weapon choice, thematically wouldn't a gun or something work better? But you do a great job invoking a mood, especially with that distant music of the ship I'm chasing, and the creepy music that comes with the purple dot? Whew. The weapons have a good feeling of heft (thanks in no small part to a great fire sound effect) - I just wish there was a meter/timer to show my reload progress since it takes quite a while. Or maybe keeping with the theme, a way to fire early but at reduced strength (only a few cannons and not the whole broadside) and risk injuring some of the crew! Sorry, this is all coming out as constructive criticism. I think it's a really cool start and want to see more. If you keep going with this, feel free to keep posting updates (clearly marked as not your jam entry) if only so I can follow along and see how it blossoms! You did a good thing here. Yo ho!
kruemelkeksfan
10. Dec 2018 · 06:53 UTC
Nice pirate game. I had a bit of trouble with the controls though, without Helmsmen picking up loot in time was simply not possible anymore. Maybe that is the purpose, but therefore either the enemy ships have too much health or the thing is appoaching you too often/fast. I cant sink and loot a single ship without sacrificing at least two crewmembers. Also the automatic zoom is annoying me a bit, because when you stand still its way too far zoomed in. Firing broadsides has the most beautiful GFXs in this game, and I can barely see it, because Im zoomed in on my upper deck :/ also there is a typo in the end screen, I guess Im supposed to be a "Bilge Rat". That was a lot of negative feedback, but you still managed to put a well rounded prototype together in my opinion. Like I said, firing broadsides looks awesome and has the right feeling, to enhance this, you could even make the cannonballs spread out a little bit, instead of flying perfectly parallel. Features like hearing the music of merchant ships instead of relying on a minimap add a nice touch to the gameplay as well.
🎤 Bificommander
11. Dec 2018 · 22:11 UTC
@edwingamedev If you press escape in-game there's a list of controls. The basic movement is WASD + mouse, Q and E fire broadsides, 1-4 sacrifice various crew members.

@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.
syRoK
12. Dec 2018 · 00:11 UTC
Well, this is quite an interesting idea, of course, the control is not intuitive and the ship drifts like a street racing vehicle, but for the rest I liked it) respect for the works)
elitegoliath
14. Dec 2018 · 16:46 UTC
Ok, so, I like to keep context at the forefront of my reviews. In this case, this is a game 1 person made in an insane time crunch. With that in mind...

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.
🎤 Bificommander
15. Dec 2018 · 22:00 UTC
@syrok Thanks for the review. The drifting is going to be rebalanced if I do another fix. The controls are probably going to stay as they are though.

@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 :)
Benjouille
16. Dec 2018 · 11:13 UTC
That's a really ambiouse game for 72h gamejam. Enjoyed playing it, I liked the sloapy/slinding controls, kind of tricky but that's fun. The visuals are cool, especially the FX for shooting and impact. Great work !
wowbagger
17. Dec 2018 · 04:07 UTC
Really like the directional audio. What was that eyeball following me though?
🎤 Bificommander
17. Dec 2018 · 21:18 UTC
@benjouille Thanks, glad you liked it.

@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
devilqube
19. Dec 2018 · 19:36 UTC
An enjoyable game , I found the steering controls a little tricky. Looks nice and the audio was good.
Henry Denny
23. Dec 2018 · 19:21 UTC
I loved the graphics but I feel like some instructions at the beginning of the game would be a huge help. I also feel like the movement is a bit on the sensitive side.
🎤 Bificommander
26. Dec 2018 · 23:13 UTC
@henry-denny Yeah, there are in-game instructions accessed by the esc-key, but that's not mentioned anywhere. I ran out of time to make a proper start menu where the How To Play was properly signposted. I'm working on a last Post-Jam version that at least says how to access the in-game menu, and fixes the controls. But glad you liked the graphics. The particle effects are the one thing in this game that I'm really pleased with.
HDugmag
27. Dec 2018 · 19:22 UTC
Really nice game! The audio is outstanding and I liked the implementation of the theme. But the feedback from the thermal gun made it feel a bit weak. Other than that, well done!
Hare Software
29. Dec 2018 · 17:00 UTC
Nice Sinterklaas experience in a way. Sound design is really well done and really gives this game a great atmosphere. Controls were a bit hard, but at least there is plenty of ways to figure those out. So all in all, good work!