Entry for the Pirate Software Jam 15 - Shadows and Alchemy.

Controls

WASD: Move
Hold LMB while stationary: Charge attack. If hit while charging, charge is reset.

Play the game before reading further for the best experience. If the game window is cut off, press F11 for fullscreen.

Credits

All story, programming, music, sounds and art by me.
Thanks to Miiyuneet, Cerysic and Ipewu for testing, support and bouncing ideas off of (and listening to me vent about my newfound passionate hatred for WebGL).

Project Github (ignore my bad code): https://github.com/UselessWiz/Everything-Will-Be-Alright-Pirate-Jam

Reflection

GDD: https://drive.google.com/file/d/1A3eeuGrfDqkH0LvoTVDVGdfrNu8-32_0/view?usp=drive...

My take on the theme is that shadows represent fear and negativity (Shadows). When they merge (Alchemy), the combination of shadows are much stronger than any on it's own, leading to the possibility of being overwhelmed by fear.

This game is personal, serving as a reminder to myself that no matter how dark things might be, as long as I can see the slightest bit of light things won't end too poorly. Even though it's a message for me, I hope others will find some sort of meaning from their interpretation of it.

From a development perspective, I'm glad I was able to finish it; it's my first time finishing a game with Monogame, and my first time messing around with KNI's web export tooling. This has shown me that I can use this more permanently as a replacement to Unity (which I've used before - this game turned out better than my last finished project with Unity which makes me really pleased). 

I wish I could've had some more time to polish the game; more time to work on music and art would've been nice (or finding other people to help make up for my artistic weaknesses). None the less, I'm happy with the product, even if it's a little rough around the edges.

My GDD goes in to more depth about my creative processes and how I did things, if you're interested, check it out.

Download

Download
Game Design Doc
External

Comments

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(+1)

I did enjoy the intro, it gave a good insight on thoughts of fears and connection. It reminded me of a philosophy video you would find on youtube late at night and ponder about for the next day or so.

However, I felt like the playable part of the game was disjointed. I couldn't consistently find a way to charge the beam, which was frustrating. I then discovered that clicking had to be done on the red line, which is a very slim object interaction for the player.

But, after getting the hang of it, I did beat it. Enjoyed the ending idea (I won't spoil it) but I felt like I was left hanging. No credits or actions the player could take, just the title of the game. I can understand if the player was only suppose to be left with the message as words of encouragement, but the loop kept happening so I questioning if it was intentional to go for as long as it did.

It was fun trying out your game, and I'm glad I decided to finish it out instead of just moving on to the next game.

Hey, thank you for playing and leaving your thoughts. I know that the battle phase is a lot weaker than the narrative sections, but if I’m being honest I focused a lot more on the creative parts of the game than on the battle, and there’s no doubt it shows as that part is not nearly as well executed. I plan on continuing the game and making it a little longer, so that ending section would serve as an end to an introduction and would have a clear ending; with the time I had left, I thought that leaving the message on screen would be enough (maybe I should’ve stopped the health bars from reappearing at this point). Thanks for pushing through and playing to the end though, it means a lot :).

(+1)

Our work is never over. :) I'm truly happy whenever I stumble onto something tackles the human experience head-on. Grats on the result and on creating literally everything. One can tell that it means something to you, and that translates very clearly into the work. Thank you!

Thank you so much for the kind words, I really appreciate them!

(+1)

This was a cool experience and theme was quite creative with how alchemy was used. I really liked the ending song and got almost a heartattack when the bossbars didn't stop from coming.

Hey, glad you enjoyed the ending. I was really happy with how that turned out :)

(+1)

At my first try I didn't understood what to do, but then I got the hang of it, and started shooting. The dodge pattern is reaally hard in the final part but still managable.

Intro, music and art style for the storytelling are really nice, that style really fits the thone you wanted to give. GG !

Little note : I wold like to see the gameplay side of the game with the same style of the narrative side, so black and white only lines with that little purlpe shooting, I think it would suit better.

(+1)

interesting game, I think I think I finished it? I enjoyed the music.  Intro was pretty strong.  Gameplay itself could have been more responsive, it took me awhile to be able to find the enemies health bar, and a bit more to figure out if I was doing damage. Very impressive as a one man project, and the intro was pretty strong.  The narrative I feel was one of your strong points.

Thank you :). I’m really happy with how the creative side of things came out, although I agree that the action part definitely needs some work. Glad you found it interesting though.