The Silver Fleet by KyleTheCoder
Use one button to win the game! Left click on mouse, spacebar or enter on keyboard. Don't let anyone past you! (Removed music from code zip, as it's from Zapsplat, and I think disallowed from sharing.)
| Web build | https://wolfgangsenff.itch.io/ld53-the-silver-fleet |
| Original URL | https://ldjam.com/events/ludum-dare/53/the-silver-fleet |
Ratings
| Given | 48🗳️ | 87🗨️ |
The best part is how easy is to catch with the "single" input thing.
Amazing submission!
Still, very good music and very cute graphics.
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
That is playing through the itch.io desktop player and Firefox.
@peterfiftyfour - I'm really glad you liked it!
@haydads - the very first boat was probably too long, wanted to introduce a lot of concepts. I should have introduced them over more levels! Thank you for the kind words though!
@greenphox - Yes, I was definitely a little light on the theme. I thought of ways to improve that...about 10 minutes after the submission deadline. :P Thanks for playing!
A nice amount of content here! One thing: the "enemy hit" sound effect clips in a way that's a bit unpleasant for headphone users. Still, that was fun! A good amount of variety for a one-button game.
@buni - thanks! And yeah, I was happy when I had that idea.
I did catch a bug though: I fell into a hole on double swings, level restarted without any text and then I died on the same spot as soon as I got there, without falling or loosing any treasure.
Other than that, cute game. Last level got me by surprise, not gonna lie. Would love to play extended post-jam version!
- Art is very nice
- Background and more sound effect variety would go a long way
- Font doesnt fit with the art style
- I liked the upgrades although they could be more impactful
- Really liked the different mechanics implemented for only one button controls
- I found it a little difficult to figure out ropes and grabbing them (small hitbox)
- Unclear how I lost the game in my first playthrough
- Consider toning down the screnshake a bit :)
Overall good job on the game!
@trakina - that's high praise, thank you!
@csimpson - cool, thanks for the kind words!
Nice fun little game, congratulations!
Maybe the music was too "modern" for the aesthetics of the game, but I think that's more like my personal taste, than a bad thing. The grahics were cute, controls were pretty responsive and I really adored that rope mechanic! WEEEEEE.
@kirkami - it actually already works on the phone! I tried it the other day, the web version actually seems to work (on Chrome at least) and is very fun, as you may think. :) I intend to turn it into a full-blown one though once I've had some time and actually gotten my team - who make much better art and music - to have a whack at it!
@tom-cumpsty - I'm glad you liked it!
Lowlight: Unclear Rules
A fantastic game that does a really great job of maintaining a tempo. A lot of this is probably contributed by the music, but also the frequency of enemies/obstacles. Having only a single button to press also helped give it a sense of rhythm. The only thing I can really complain about is that I wasn't sure what the rules were such as what treasure did or what stats like heavy swing meant.
I liked it overall. The controls are easy to learn, there's not much of a difficulty spike and the gameplay is exactly how you would expect. I liked the main character animation! (reminds me of a Looney Tunes a bit)
I actually managed to not get the rope and still get to the other side without dying, probably a framerate bug or something.
Good entry! Wish it was a bit more towards `delivery` side of things though, but maybe it's just me :)
I really enjoyed the art style - spunky, cartoonish, and it reads very well! Between the swell of the ocean and the cannon smoke - it really does create an adventurous feel!
Watching blackbeard tumble off into the ocean brought a big smile to my face. And the ghost-ship twist! So fun!
I really like how the rope-swing and ball-jumps were telegraphed with the arrows - very well done.
Excellent job!
@ugly-robot - that is awesome! Very happy you liked it. The arrows were a last-minute add when a friend mentioned he couldn't really see the cannonballs at all, and I went back and fixed the ropes with it, too. I'm glad you liked it! I wanted Blackbeard to be the end guy, but ultimately that just wasn't how it had to be, and that's okay! Thank you so much!
@asieke - I'm glad you liked it! I was hoping the upgrades weren't too minimal, was having trouble coming up with them (and then testing!) in the last hour. :P Thanks for playing, much appreciated!
That said, the way the screen shakes and the enemies fly all over the place does make it satisfying to take them out despite the simplicity. The graphics overall are very appealing. I particularly like the main character's cartoony running animation. There's also a surprising amount of variety in enemy designs and scenery for such a short game. The audio is pretty good too, thought the boing sound for defeating enemies is a tad loud.
@veralos - well, I have a lot of people saying they couldn't figure out the timing. Maybe I'll make a difficulty selector in the future, to make it harder! I appreciate all the feedback, thank you!
@remus - I guess you hit the one bug remaining that I couldn't figure out: falling into a pit but hitting the button and not quite flying into it properly but instead continuing to go, but then falling and it's just weird. :P But thanks for playing, and yeah, the context thing was exactly what I was experimenting with recently in Godot, because 4.0 now has lambdas and Callables - glad it worked out perfectly!
@louiejams - my main hope was honestly just to make a game that could be digested in seconds. It's meant to not have anything so complex that you need more than a couple lines of text, and otherwise everything is intended to be intuitive. Thanks for playing!
@legingergamer - glad you liked the upgrades - while they were planned all along, they were very last-minute! :P Thanks for playing!
@frey - I agree! The bowling ball (the only thing which really hits you) was actually somewhat painful to implement and had a bunch of bugs. I almost cut it before the end, but figured out what was wrong with 10 minutes left, so fixed it and submitted. The dying lacking a feedback, yeah, that was pure time miss-management! :P Thanks for the kind words and for playing!
I love intro, it's so snobbishly xd
I like your gameplay but i don't get my final goal as a player
Overall it's a great job!!!
I really love it😍
@mlists - actually, most people disagree with you! I'm not sure what you mean by jumping over cannon balls as working against the design. Could you elaborate?
Indeed for the music you should make it yourself when entering the 48h - Compo. You can use free stuff for the 72h - Jam only.
@nbrowning5 - it's the first time I felt okay about my own art. 😁 Thanks!
@tinykidtoo - that's awesome! I nearly broke a finger playtesting it (simply from clicking too much :P), and felt that was a good thing! And yes, cooldown upgrade is slightly over-powered, but I was okay with that. Thanks for playing!
@kristallllllik - thanks so much!
@obe-dot - yeah, it takes a lot of effort but it's doable! Thanks for playing!
@castitatis - cool, glad you liked it!
I was a bit confused when the game started over after winning
@notnasiul - true facts: that also happened to me when I was playtesting. Also I nearly broke a finger just smashing my mouse so hard. It was...hilarious. Let's go with it! :P Thanks for playing!
@grid96 - totally agreed! If my meager art skills had been up to it, I had a bunch of others planned. Now that the jam's over (conceptually), I'll be working with my team to improve it and probably add several more themes. I worked alone on this though and could not manage to create clean/readable enough art for it outside of what I did. Thanks for the kind words!
@wouter52 - I'm glad you liked the arrows! They were a very late add when I realized it was almost impossible to know when to click for the rope, or for that matter for the cannonball. :P It only starts over because my scene-changing system would have crashed at the end if I didn't include a next level, so I just made it go in a loop. Will code it cleaner next time! Thanks for playing!
hope the control feelings can be batter,
@olddog - thanks!
@gmaker - that's odd! You had a black screen? I'm not sure why that might have happened. Hm. I'll look into it.
The hit sound is a bit repetitive, it might benefit a little bit of pitch randomization, Godot a convenient way to do that through code.
Other than that, it's a fun entry !
Nicely done.