Mini Pirates! by josefnpat 2013-05-01T02:16:00
I loved it. I never played a text based pirate adventure.
Foon → Ludum Dare Explorer → Users → blearn
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2021 | 49 | Unstable | 👥 | Nukular Falling Tower | jam | 1104 | 3.23 | 3.20 | 2.88 | 2.77 | 3.72 | 3.40 | 3.35 | 3.09 | |
| 2020 | 46 | Keep it alive | Adventure Watch | compo | 521 | 3.42 | 2.92 | 3.76 | 3.81 | 3.64 | 3.16 | 2.55 | 3.00 | ||
| 2018 | 42 | Running out of space | Space Escape Runner | jam | 629 | 3.35 | 3.23 | 2.72 | 3.71 | 2.92 | 3.64 | 2.73 | 3.12 | ||
| 2018 | 41 | Combine 2 Incompatible Genres | Shoot-E-Pet | jam | 1148 | 2.63 | 2.28 | 3.05 | 3.57 | 2.61 | 2.13 | ||||
| 2013 | 28 | You Only Get One | Diver | compo | 831 | 2.57 | 2.29 | 2.86 | 3.24 | 1.70 | 1.94 | 40 | |||
| 2013 | 26 | Minimalism | Patty's Perilous Plunder | jam | 476 | 2.58 | 2.74 | 2.11 | 2.61 | 2.50 | 2.53 | 2.47 | 39 |
I loved it. I never played a text based pirate adventure.
I like eating plant's souls.
There are reports of it not working on Windows. In these cases it crashed while loading the game and did not output error messages.
Thought I posted another comment but apparently not. The windows issue has been resolved, if it doesn't work for you on windows try downloading it again.
@nseward, you can change the resolution in the options menu however the smallest is 800x600 which had some cut off on my netbook but still playable.
For those having problems with the game on OSX, try downloading the zip again.
The problem is likely with lwjgl library files as it was for windows. Somehow when I copied them over they become corrupted. I have updated the osx libraries. Although I have no way to test it, so if that doesn't work you can try to download the lwjgl osx libraries yourself and place them in the ppp_lib folder.
http://lwjgl.org/download.php
Other general thoughts:
There you CAN pause by pressing enter during game play but that is never stated anywhere. Consider it an easter egg :P.
I wanted to make more music tracks or at least extend the one I had but I guess I lost the musical inspiration to make anything decent.
I couldn't get it to run on a 64-bit Linux system today.
It is compiled for java 6 (1.6.x) 32-bit. It runs fine for me with java 7 32-bit also. That is for both Linux and Windows. I haven't confirmed it but my guess is that the issue lies in using the 64-bit version of java. I'll test it more on 64-bit and try to fix any errors I come across.
In the meantime, if you are having trouble and want to get it to work then make sure the 32-bit version is installed and that the PATH environment variable is set for that version. For Windows it would be something like, "C:\Program Files (x86)\Java\jdk1.7.0\bin". Also, if you are familiar with java development feel free to grab the source from git and compile it yourself. https://github.com/learnb/LD26_WeWillShall
Thanks for the feedback.
haha I'll admit that the jump animation is strange. When trying to determine how to do that from a top-down view I thought, "why not just scale the sprite?". It looked decent so we kept it but we planned to fine tune that so it looked better. Kind of forgot about it I guess. I would have liked to scale it less (peak of the jump is currently 2x normal size) and add a shadow to better show where you are standing, kind of your collision box.
The music definitely gets annoying but it reminded us of games we used to play while we should have been studying for finals. "Studying can wait, I WILL beat this game."
Really neat strategy game. It is more complex then it seems at first. An AI version would be awesome.
The linux binary wouldn't run for me on Ubuntu. I downloaded the source but am not sure how to compile it. If you are willing to provide it, I'd be interested in a makefile or a readme explaining how to compile.
I like it. It only took me a few seconds to realize what the goal of the game was and became much more intense then I expected it to.
I like it, nice and simple concept. I got a laugh out of the ending.
lol I was thrown off by the ending, didn't see that coming. I like the parallax effect.
@ahm99 thanks for the input. I usually allow wasd and arrow keys for movement, not sure why I left them out this time. Sorry for the slow movement; I'm hearing that a lot. It is slower to carry a person who is holding the tank versus a person not holding the tank but I agree that the movement in general could use a speed-up.
Nice game! I like the idea of one move that causes a chain of events. I got stuck on level 8 for a while then gave up.
Your game is awesome. I like the adaptive difficulty system, it was useful for my first play through since I was using a trackpad. I really enjoy the weapons. They are well balanced and are just fun to use. Good job on the enemy types too.
I did have the game crash on me once. In case you want details:
I'm running love on ubuntu 64-bit.
screenshot of error output: http://imgur.com/lwahKaZ
Also to everything Fritzendugan said: Yes.
(Although if you want to go commercial with it you'll have to replace the soundtrack)
That was fun, the furthest I got was round 5.
I dig the pixel art and music. Dig Dug is obviously your inspiration for this, which is cool because I love that game, but it would have been nice to see some kind of mechanic that switched things up from the original. I always thought power-ups would be fun of this type of game.
john_conder9 was saying breaking blocks took kind of long but I found that repetitively attacking walls was a faster way to dig (not sure if that was intended or not).
The only glitch I noticed was the tube/link/whatever for the pump projectile not rendering after you die for the first time. Refreshing the page fixes it for me. Other than that it seem well implemented.
Good job!
Yeah it appears the reported bugs are in firefox; seems to work in chrome.
Really fun puzzle game! I think the difficulty increases at a nice pace.
Good job! Great use of the theme and pretty funny. I did not expect the "glitched" in-game OS. Figuring out what to do after the glitchy stuff started was kind of confusing. It turned it into more of a puzzle game which is great- just unexpected.
@kostak thanks for the feedback. This was my first game using the Godot engine, so I wanted to make something very simple - no originality here! The difficulty increases gradually enough for my taste, the screen reduces at every zone. But I'll see what other people think.
@irhileth Effects/Power-Ups for earning points would definitely make this game more fun! During the design phase I really wanted to include some kind of benefit for collecting points (slowing down time, clearing all the holes on the screen, etc). However my main priority was to make something *simple* because I typically run out of time for jams, so I tossed the idea. I hope to make an improved post-jam version of the game.
@rik-thunder Thanks for recording your gameplay! It's always nice to watch someone play your game to get that real-time feedback.
As everyone seems to agree, very cute graphics! I think this game is very fitting for the theme. Trying to keep all flowers alive made me feel kind of overwhelmed but the more I played the easier it became to manage.
Definitely better with a controller. Mouse controls might make the keyboard option easier.
Great job!
Nice graphics and good use of the theme!
Interesting game idea but I think the pace is way too fast. I couldn't even use up all the farm space because the plants would be ready before I could plant 1 row.
Descent idea for a game but poorly executed. My advice is to focus on the core game mechanics over everything else. The only mechanic in this game is hitting the enemy, which is fine, but it is unbalanced. I could just stand there and kick constantly forever racking up points- not exactly fun :/ . The page says the platform can only hold 3 enemies but that's not in the game. That's a shame because that could have made this game a little more interesting. Also I noticed a bug: You can't hit enemies if you are to the far left of the platform (Happens in html5 & Windows versions).
Decent game!
The "fling" movement mechanic is interesting but I think it's a little unbalanced right now. It's similar to old-school space game trajectory controls but being able to stop instantly gets rid of the challenge from counter-acting your momentum to stop/slow down. It would be interesting to see how it plays out if you preserve momentum through movement actions. I could also super-launch the character by dragging the line from the left side of the screen all the way to right. Having the ability to instant-stop paired with the ability to super-launch across the screen kind of trivialized the game.
In short, I think I was able to beat the game without the intended experience. Balancing the movement mechanic and/or the level design might help!
I like the map concept and the fact that there is an objective. I can imagine this being turned into a exploration game with branching paths and multiple possible objectives.
Funny game! I loved kicking things over and over to see new dialogue. Good use of visual effects (screen shake, etc.) to make actions pop.
Thanks for playing @plantleaf
The game needs more balancing but that's all I had time for this jam. In play testing I usually died after ~500 gold. A few times I had it past 1k gold.
@zanthous thanks for letting me know. That must be a bug if the character on the top screen is moving faster. I haven't seen that happen yet. Could you let me know what browser you were using?
@josh-riley thanks for looking into that issue. I had reports of it running way too fast for some users. The game engine attempts to lock the frame-rate at 30. It seems that doesn't work in some scenarios.
I appreciate everyone's feedback! There is a lot of good ideas here that I'll be considering for the post-jam version of the game. I decided to port this to Pico-8 for future iterations. (FYI [Pixelbox](https://pixwlk.itch.io/pixelbox) is a great "soft" introduction to the Pico-8 environment) Soon I will be adding several new features and fixing all the balancing problems the jam version has.
Cool idea, it could be pretty fun after balancing.
It would be more fun if the traps had "tells". Beating it boiled down to memorizing patterns death after death.
Nice little shooter. At times it felt like there should be more "ammo" (or fewer enemies) but other than some balancing it's pretty solid.
I like the puzzle mechanic. The only thing I didn't like is that the levels began too fast. I needed to hit K/L before I had time to bring my hand back from the mouse. A keyboard button to start and re-try the level could resolve that.
This is a fun little game. Its surprisingly deep for how simple the goal is. I could imagine expanding this to include multiple levels or even procedurally generated levels.
Great job! The gameplay is fun and the audio/visuals are charming. I can imagine this being a good design to turn into a full game. Being able to break objects apart added a surprising amount of depth to the game.
I also cheated by holding the last piece in place :blush:
This is a lot of fun! The controls are very simple but the game is deceiving deep. I enjoyed that you could play sporadically spamming building or play meticulously placing them. But you had to learn to balance those play styles to actually win. I was NOT expecting that dragon. After I first saw it I realized the game is more complex than I thought- I didn't even have defenses yet.
This is a fun game. Overall a good entry. I think the camera would be better if it were continuous rather than discrete. At times it felt a little difficult to protect the barrels from far-away stray bullets- perhaps some kind of "shield" unit to place down could be a nice addition.
So good! You really nailed coming up with a fun game mechanic and building levels around that idea. The game is pretty hard but the level progression is well paced and it slowly teaches the user how to play.
Solid entry! The music and graphics are very fitting. The goal of the game is simple and fun. Awesome execution for a jam game. I think the puzzle aspect isn't deep enough to keep me engaged for more than 5 levels. If you are considering going a post-jam version I'm sure there are many things you can add in to make the strategy more rich. I can imagine having some unmovable pieces or different environments/platforms for the tetris stacks to sit on.
This is great! Very simple and fun. I really like that you made the blocks so sticky. It makes the player feel a little more in control over.
nice entry! I love the lowpoly 3d models. The slinging was hard to get used to but I think the idea is great.
nice
Whoa, this game has a lot of content for a game jam! The Dungeon Crawler/Dating Sim blend it done well. Great job on the dialogue. Lots of funny moments in this. You can tell a lot of work went into your game.
Bug report: The screen on your Itch.io page is cut off. If you change your Itch page settings to fullscreen instead of embedded it will likely resolve that issue! I had to do that for my game.
em.png
Question: Is there a way to draw more cards? I only have 3 cards to start with and cannot figure out how to get more. I'm guessing there is some way to do that but it is off screen or something.
Planning phase complete!
I'm making an Action Shooter / Virtual Pet game. The basis is keeping your pet alive while managing its needs through shooting actions. Lob tennis balls to help it exercise, get up close to share some love, and fire food right into its mouth from afar. But this pet moves fast so you gotta keep up!
BTW, development of this game **will** continue after Ludum Dare so please look out for future releases on my [itch.io](https://blearn.itch.io/) page. There is plenty I want to add!
Thanks everyone for the feedback so far. Unfortunately I didn't give myself enough time to balance the gameplay. That's something I'll focus on more next time.
Nice little platforming game. I like the atmosphere/mood of the game. There are even secrets! It's pretty weak in terms of matching the theme though. Regardless, a good entry!
The game is interesting and combines genres well. The gameplay is fun while it lasts. However the tutorial really pulled down the experience for me.
After getting enough coins to complete the tutorial, the shop/chest disappeared and was replaced by a brown wall. There's no indication of what the player should do next. Eventually I figured out I had to walk into that brown wall and jump to advance to the next section (??). After I made it to the main gameplay, I eventually died and was **sent back to the tutorial screen** even though the itch.io page says, "You will only have to play the tutorial once, so dont fear when you are put back into the menu." Going through that tutorial 3 times was too many for me.
This entry is a lot of fun to play and very polished. My only complaint is that it took me forever to figure out what the shoot button is. The intro text looks like is says 'X' to change weapons and 'O' (or maybe square button?) to shoot. Turns out shoot is 'C' for keyboard.
Good use of the theme! The visuals are very appealing and everything fits together well. Great job!
I spent way too much time playing this during work hours so I think that speaks for itself. Great job!