Cutthroat Cannoneer by Glove
A game where you play as a deckhand on a ship mid combat. Your job is to load the cannon because without fail the cannon will fire "Every ten seconds," best not let it backfire! descriptions and software used can be found on the itch.io page. all art and assets are my own.
Ratings
| Overall | 222th | 3.457⭐ | 25🧑⚖️ |
| Fun | 234th | 3.326⭐ | 25🧑⚖️ |
| Innovation | 348th | 3⭐ | 24🧑⚖️ |
| Theme | 259th | 3.543⭐ | 25🧑⚖️ |
| Graphics | 208th | 3.543⭐ | 25🧑⚖️ |
| Audio | 233th | 3.174⭐ | 25🧑⚖️ |
| Humor | 195th | 2.795⭐ | 24🧑⚖️ |
| Mood | 242th | 3.227⭐ | 24🧑⚖️ |
| Given | 23🗳️ | 22🗨️ |
It feels really polished for what it is but I think it lacks a bit of depth to it as it gets pretty boring quickly.
You could speed up the movement, make the boat bigger and have more places for the cannonballs to spawn. Or have a 'throw' feature that could allow you to throw the cannonball into the cannon for added difficulty for cannonballs that would be too far for the 10s timer.
Other than that, it's a great game, good job!
@jackaljk to answer your question, the boat sinks when the timer (represented by the fuse at the bottom) is fully used up. The enemy projectiles act purely as an obstacle.
Thanks to everyone for playing! :)
@lustdante good point, I really wanted to add more depth to the game in the form of some ability for the player. One idea was a dash that leaves the player with a couple second penalty of walking after dashing.
@hungryroy you are absolutely correct. I set up the whole game to not started until the first enemy ship spawns so that I could asd a little indicator at the start of the game but sadly I did not have time to implement that..
@serxiolas @gagapete I realized that about the pixel sizes towards the vary end of the time limit and yeah... this is my second time working with pixel art in video games and so thank you for letting me know what to look out for!
I appreciate any and all feedback, thank y'all so much :)
@diego-escalante I appreciate the kind words! I do agree I made the game start at an easier pace and then follow a faster rate of scaling so that new players can get the hang of things.
@landosystems I absolutely agree; I wish that I made it so that the player can always use their skills to get out of rough situation but sadly it appears that you can get unlucky and have that end a run in specific scenarios.
@airwaffle I am very happy to hear! I was going for a game with a simple but engaging loop and it seems like I succeeded. In case you are curious, the world record is 21 as done by a friend of mine which was then tied shortly after by yours truly :) (scores are going off of the ships sunk not the hearts remaining)
The imbalance in audio, between music and sound was quite high and it almost blew my ears off. Sound effects were too loud in comparison. For these cases sound and music options would be great. The music has a good vibe though, I liked it.
Good job.
@coderaurus I agree in full. I was hoping to have a small tutorial segment, maybe just text bubbles indicating what each element indicates but I sadly ran out of time. Another thing I ran out of time for is the sound mixing as I finished making the song 30 minutes before the deadline and I knew I would've had to watch some tutorials on how to do sound mixing as I have never done it before. Regardless, thank you! @acdimalev I noticed that after porting it the music sometimes wouldn't loop properly and so thank you for the pointer as to how to go about fixing that. The layering of the cannon was a last minute blunder sadly, I had everything working but then I moved some stuff around and forgot to fix that. Moving on, the score system is set up to be able to be pulled from on the end screen but sadly I once again ran out of time.
Thanks everyone for playing and getting me to the 20 ratings threshold :)