Jolly pirate and his trusty parrot just arrived at the hidden island and want to excavate a buried treasure. Of course every good treasure hunt starts with the proper warmup.
BloodyOrange worked on the graphics in aseprite.
Laguna used Clion and the JamTemplate for coding and Reaper for the music. Sound Effects have been created in sfxr.
Fun little game, with pretty graphics and animations, and nice music. And I guess we now know the secret of why pirate captains never leave their ship without their trusty parrot. Without the proper warm-um, excavating a treasure might pull a muscle.
I like how an erroneously performed sequence would highlight for a bit, just to see where you missed the proper move in the sequence.
Very simple but well done game. You understand immediately what you have to do and the visuals and music/sounds are pretty cool 🔥
I put a small reservation on the exploitation of the theme: there is only one island (the theme was islandS) and does not serve the gameplay much since the character could do his exercises anywhere.
Pretty fun! Nice pixel art and fitting music. Very dollar store off brand pirates of the caribbean. 😅
Got the shared first spot (for now)… 😎
The only thing visually I didn't like was the ugly dark green font color in the start menu. And it's gray shadow didn't feel contrasting enough either. Just looked a bit muddy and not that easy to read. Also weird how the start help text and the credits etc had the shadows offset differently.
And as I said, the music was nice and the sound effects did their job well enough but there just could have been more effects (and variety) to make it feel more lively. Stuff like the swoosh and stomps for moves (both of the characters), parrot squaking when showing a move and so on. You know, pretty much every action that happens should be accompanied by a sound effect. And then something as simple as just doing random pitch variation on the effects would break apart the repetitiveness a bit.
Could use some QOL additions for score chasing. Like a restart button as just messing up a single time is as good as game over. And it's kinda annoying how long the parrot just always takes to show the moves. I think allowing to see them faster and start when ever you feel "ready" would broaden the range of possible times nicely. Also when trying to go fast, it can sometimes bite you in the ass trying to do it fast as the starting eats one keypress and a bit of a delay before it registers for the move.
And of course it's very reliant of RNG as well. Sometimes it just serves you soft balls like repeating one or two keys even in the last rounds. Would have been more interesting to not allow such easy configurations on the last ones for more rewarding finish. The fact that it's quite hard to figure out when the parrot is finished doesn't make it any easier. Maybe some kind of way to easily distinguish how many directions there was in total each round would help.
Good job! 👍
It's small, it's simple, but it's very good at what it sets out to do.
I somehow found it easier to watch the parrot than the speech bubble, to remember what I needed to do. There may be some deep psychological or neurological thing going on here.
The graphics and animations are consistent and very lovely. They remind me of Monkey Island.
The in-game music is the best part. If I'd heard it out of context, I would have be very happy because there would be a Stardew Valley expansion pack coming :)
Really the only flaw I can find is the text on the intro screen, which is ugly and a bit hard to read. A transparent black shadow would already have been an improvement over dull grey.
Despite playing a lot of Donkey Kong Country 3, the time pressure component for high scoring made the mechanic quite enjoyable. Rage quit after starting too early a couple of times, the leaderboard is already pretty competitive :-P
Loved the pixel art (especially the parrot) and sound, thematically it does not seem very islandey though.
|8||@oOBloodyOrangeOo||1'13"000||View all 8 scores|