Hello beautiful people!

This is a blocked-out level of the pirate game that I'm developing. This means that everything is still work in progress and all the environment elements are placeholders. 

Right now I want to test the core mechanics of the game, to understand what I can improve. So, if you want to help me, please leave a comment to let me know what you think, what you like and what you don't like.

Also, if you're interested, I'm documenting the entire development process on YouTube (eng subs available), Twitter and Trello


CONTROLS:

Move left - A 

Move right - D

Run - Left Shift

Jump - Space Bar

Climb up on a ladder - W

Climb down on a ladder - S

Parry - J

Attack - K

Counterattack - K (after a parry)

Execute with sword - K (after a counterattack)

Shoot - L

Execute with gun - L (after a counterattack, if the gun is available)


StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorClassic Anto
GenrePlatformer, Fighting
Made withUnity
Tags2D, Hack and Slash, Male protagonist, Pirates, Side Scroller, Singleplayer, Swords, Unity
Average sessionA few seconds
InputsKeyboard
LinksTwitter, YouTube, Trello

Development log

Comments

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It's entertaining but I think the character should be more agile and maybe the controls are a bit uncomfortable

but in general I liked the game

even being a demo I entertained myself for a long time

ha and another thing the game is very unintuitive I don't know how you could fix that

I really enjoyed the level. Before I move on to the praises, here is what I found annoying:

-the main character walks really slowly, for a platformer I expected everyone to be more agile, kind of like the old Prince of Persia games; this also goes for jumping

-at first I didn't notice any differences between pistol-carrying and regular opponents, but I suppose that's a detail lying in the assets

-it felt unclear to me whether I lose at the moment of getting the third skull, or dying after that

-sometimes when the opponent stands at the same location where the barrel is and covers it, it's impossible to shoot the barrel, a targeting system could definitely help that

-when you climb up the ladder, it's easy to fall off if you just move your character too far to the left or right. I think more intuitive would be letting the player release from the ladder only through jumping or walking up-down

As for the goodies: first of all, you really have a head on the nape with the cohesiveness and simplicity of it all. It really shows that you've got experience working in a AAA company. I love the no-legs and no-arms aesthetics too! 

By the way, I happen to be a VGM composer and I was recently part of a gamejam team that developed a small pirate-themed game; we won the whole gamejam. I would love to write some music to make the demo even more enjoyable :)

My yarr music from the mentioned game: 
https://www.youtube.com/watch?v=2-pWdTCFDuU

Hey! 

First of all, thank you so much for your feedback! 

I agree pretty much with all you said. At the moment it's less than a prototype and unfortunately I can't dedicate too much time to it, but I'm trying (very slowly) to solve all the issues and also experimenting new stuff.

Thanks for your offer too, but I want to wait before adding any music (or any other sfx). I'll keep you in mind for the future though, I checked out the game and also your youtube channel, you really do amazing stuff! 

P. S. You don't die with the skulls. You collect one of them each time you kill an enemy and when you have 3 of them you can do an execution, after you knocked-out an enemy. Probably it's one of those things that I could totally explain in better way! :D

Oh, so that's why I was having a hard time with the executions, I was scratching my head as to why I kill the opponents in a usual fashion even after I get the tutorial notification. :) Also thanks for listening!

That or maybe it's just a bug that I haven't noticed, I'll check! :)