Assault on Crown Archipelago
Plot
Help a pirate regain his coins and missing parts of his ship from hordes of armed monkeys. Hop from one island to another, solving puzzles and fighting swarms of monkeys--sometimes while drunk.
Controls
- WASD to move
- Space to jump
- Ctrl/Mouse 1 to use currently selected weapon
- E to interact with buttons and large items
- Shift to run
- C to Crouch, C again to uncrouch
- M to glance at your map when on shore
- Esc to access settings (audio/graphics/controls)
- Scroll wheel to change weapons (once you have more than one)
- 1/2/3 to pick between the 3 weapons in the game
Using Your Map
Aboard your ship, you will find a table upon which rests your map of the archipelago. Press E while looking at your map to open it. Red islands are islands which have not yet been unlocked, while green islands are islands that are currently unlocked and can be sailed to. Red islands can be unlocked once you have collected a certain amount of coins (shown when hovering over the island). You can unlock a red island by clicking on it. Once an island has been visited, your map will reveal how many of its coins and chests have been collected. See if you can collect them all!
Pickups




*Your weapons have been stolen by the monkeys. They're also important parts of your ship, and you must get them back!*
Enemies

Your only enemy is the monkey, the pirate's original foe. Some wield blades, others wield spears, and some are even known to be shamans, wielding great powers. Monkeys are known to strike when you least expect it. It is best to be sober when facing them.
To end the game, collect 250 coins and 15 chests and click on the ship on the map!
IMPORTANT! SOME PEOPLE HAVE MENTIONED THE GAME IS RATHER DARK. THERE ARE BRIGHTNESS OPTIONS IN THE SETTINGS. PLEASE TUNE THEM TO YOUR PARTICULAR MONITOR'S SETTINGS






Comments47
The harpoon gun is love, the harpoon is life. It was so nice to use both as a weapon and as a way to parkour. Although some parts were strange (I had to jump weirdly/awkwardly to parkour well). The hitbox on the harpoon can be strange sometimes. I would suggest when you spawn monkeys in waves, put an extra wave in front where there's a few monkeys, and then ramp up to the millions of monkeys (player expectation and all). The island map grayed out areas makes people think they should go there, but they can't. I love the little graphics all around the room of the pirate ship. Very homey and wholesome.
I think there should be a quick-travel button on the map that just teleports you back onto your ship (as long as you're outside of combat). The water shaders look REALLY GOOD however it kinda clashes with the rest of the game which is darker and broodier. I really enjoy the water shaders. Very nice game! Lots of content for a ludum jam game. In fact I think it was because the map editor code was re-used, you were able to have a game with so much content. But it's fine, I'm pretty sure if you were seriously trying to win the jam(which has no prize money anyway) you'd have a lot more reviews! Good luck with your game!
There's a lot of nice things going for this. I like the harpoon puzzle solving mechanic and the music pitch-bending is a nice touch. I haven't gotten all that far, but just on mechanics alone, I like it.
I think of Monkey Island a bit much with the presentation here, which makes me kinda feel bad when I'm on a Monkey Murdering Spree TM.
For a small bit of feedback, I can't help but notice you have to WASD into the instruction teaching the player they need to WASD to move, which is a bit ironic.
Otherwise, I kinda like the game. I haven't gotten far at all, but it gives a good first impression.
It could really use a save mechanic of some kind though. That would really be nice to have added (especially if you expect people to try for 999 coins or 250 for the ending)...
IIRC I ended up playing for about half an hour.. Initially I got impressed by how polished the graphics, features and sound effects were. I enjoyed the first 15 minutes of it.
Eventually the gameplay (AND ESPECIALLY THE MUSIC) became repetitive, and even if I was practically 80% close to the end, it felt like such a big drag to gather the few last ones. Also, the thought of you expecting me and the other players to listen to the same music track for 30 minutes frustrated me.
Even if the features are super polished and A LOT for a 3 day jam (which is impressive), you should keep in mind that this is still a jam game, and possibly hold back with the time-wastey playable content. Also keep in mind that I *personally* prefer action-packed games, so that might be just my bias.
I would probably rate higher than what I intend to if I were to rate in the first 10', so I'll keep that in mind while rating. In overall, Well done, game's very impressive!
Graphics and audio. Music was really catchy and it suited really well to the atmosphere of the game. Sounds too anyway. Graphics looked kinda like these from older games, but it wasn't bad, I liked them.
Although, the game looks really polished and refined. The hints (skipping this stage when the player were on the ship) are wrote really well. In overall, really cool entry!
Anyway FPS/adventure is fine idea but i missed theme alot.
We are going to release a timelapse pretty soon. We didn't capture all 3 days because we occasionally forgot to turn the timelapse capture on sometimes, but we'll have most of the process covered so you can see the proof :)
I wasn't as involved with the level-making/art work side of things, but I did a large portion (~90% of the code), the UI, the map, some modeling, some texturing and audio integration.
My time lapse of the process might not be as interesting as, say, our 2D artist or our 3D artist's time lapse, but I did only sleep for ~6 hours during the 3 days of the entire jam.
My footage starts from Saturday morning as I didn't take any video on Friday night, which I spent mostly coding the Player logic and integrating a data architecture system in place. I didn't think a timelapse of me writing and tweaking code would be particularly interesting.
We wanted to get around to building 7 levels, but we didn't get around to it and scrapped some of our earlier ideas and limited it to just a tutorial and 4 other areas, 2 of which were rather hastily done and we're not particularly happy with. That said, we're aspiring game developers and would really like any other feedback you might have to offer; did you enjoy the game? What was fun and what was frustrating?
@popdaddygames Thanks for the feedback! We took a lot of inspiration from the Serious Sam games - trying to see what it would be like to mix a collect-a-thon with a enemy-wave based game, and this is what we came up with. So hectic is what we were going for... we intentionally made the enemies weak, but decided that it was more about the fun of trying to make it out of the chaos.
Sorry about the monkeys! We had a few more enemies planned, but when it came down to the wire, all we had time for was that we adapted the existing monkey model (which we arguably could have textured better, but how often in your life have you had to paint a monkey's skin, lol) to work as different types of enemies (spears/knives/blue shaman/red shaman), since we were running low on time.
The music might have been a bit loud and needed some balancing, but we kind of got the final pieces of music near to the end of the project and we didn't really have time to balance out the audio levels.
@kimily Thanks for playing our game! Our original intention was to have all weapons that could be used as mechanics, and we gave the harpoon gun the "standing" mechanic. We wanted to have wooden barriers that you could break down with the anchor, and stone barriers that could be broken with the cannon, but we ran out of time and quickly threw together the little buttons.
Since I worked on the map, I am sorry about the grayed out islands. I spent a lot of time making the map, and I wanted the map to feel more alive, so I included extra islands just along the outskirts to try to make the world feel more living.
The fast travel button is a great idea. That's how we had it originally, but I guess I wanted to get people to explore and learn the areas a little bit. That's why we had the little rowboat or whatever. It got to the point where we had so many bugs where we could leave levels, that we eventually just removed the ability to fast-travel from the middle of levels and forced you to make it back and around.
I unfortunately don't have any timelapse of the level creation with our tool, which we're hoping to sell soon. It's a non-destructive boolean CSG system. The following is a video that describes how our "level creation tool" works:
Basically, this meant that we only had a few geometry pieces that we actually used to make everything, which made it quite easy to slice them together.
Yeah... we took a week break after the jam to relax and have only started reviewing other games this week. The jam left us a bit drained and burnt out.
Monkey Island was definitely an inspiration for this. You can think of this as some weird mix of Banjo Kazooie, Serious Sam, and Monkey Island.
As for the WASD thing... yeah, I know about that. It's just, my hint zones were coded for player entering them, and because the player started in that position, I didn't have time near the end of the jam to tweak the hint zone logic to handle a player that starts in the hints. I originally had the hint right where the player started, but I was really sleepy by that point and didn't have the patience to figure it out so I just moved it up a bit.
The 999 coins were there simply because we didn't have time to create the remaining two levels - there's only like 335 coins in the game.
I technically wrote an internal save system (you'll notice how you can go between islands and it'll remember which coins/pickups/ammo/ambushes and whatever you've done) but I didn't get around to turning into a file-based save system. We figured most people rating games during LD don't typically actually replay a game, they open it, play it, and then never touch it again, so we decided to just not spend time implementing the file-system based save mechanic. It only takes about 30-45 minutes to get all of the treasures and coins, and much less if you're just trying to make it to the ending screen.
If you get around to playing through it, let us know how well you did - the ending screen gives you a little page you can take a picture of and let us know how many you collected!
Lone Palm Island is pretty tough, but a lot easier once you get the Hand Cannon from Pyramid Island. I think we wanted to add a few more chests to make it less tough to get to the end, but as with most game jams, we ran out of time, so we made do with what we could.
Our original hope was to make an action heavy game based around combat and fighting, but we wanted to ease players into it - which is feedback we've gotten from our previous LD entries. I'm curious, which of the parts of the game you might consider "time-wastey" - as game developers we're really trying to go for "fun" but "fun" is such a tough concept to nail down, so it really helps us to know what you thought was definitely NOT fun about our game!
Yeah - we had three musical tracks - the ship track, the island track, and the battle track; and I do agree that we could have used more variety - we didn't know how many levels we'd be making at first and how long they'd be, so we worked with what our musician made for us. We mostly asked him to get us sound effects, and he focused more on the SFX and ambience side than the music side.
I've personally replayed many games I liked and/or had to pause. If you intend to make more long games and post them for game jams in the future, I would suggest including an analytics/data-collect tool, which tells you how many people reloaded, got each weapon, played through the end, etc. This would give you the best kind of feedback :)
Of course you'll have to program this beforehand but that's fair enough if it's just analytics imo.
With regard to what Lyrcaxis was saying, I'd really suggest taking advantage of the free analytics tools that are part of unity now. Things like the funnels are really great for getting an understanding of how people are actually playing your game.
Still, a very polished entry.
@theStartlestare This is our 8th LD - and we always get people who don't understand what we consider basic mechanics of crouching, or pressing Shift run faster, Space to Jump, etc, so we explicitly wanted to add a little tutorial - I wanted to add a way to skip it, but we didn't have time to code that in.
We also wanted something with a bit more of a gradual increase in difficulty so players aren't overwhelmed at the beginning of the game.
@microwerx - thanks for the feedback! We had planned to do multiple enemies, but when we barely got the monkeys animated and rigged by Sunday evening, it just made more sense to add varieties of monkeys rather than trying to add the other enemies we wanted to have.
I think the UI is fine, it's that either I'm very dense or I found a bug. I'm not ruling out the former though!! 😆
I did get up to the harpoon, and I find it fascinating it operates as a platform. It is a very thin platform, so it was a bit frustrating to figure out where I can land on the harpoon. Perhaps adding some "ghostly platform" effect would help aid the player on the size of the harpoon's platform. In addition, the angle of the harpoon seem to be based on the direction the player aimed, which made the whole thing very fickle; I would have liked it if the harpoon angled to the normal of the surface it attached to. It might also help to put a clear highlight on the harpoon so that it's recognizable from a distance, and most definitely from the wall it's attached to.
Another confession: fetch-quests are a pet peeve of mine. I'm not a huge fan of needing to collect nearly all the coins within the 2 first levels. I often felt like I needed to read the level designer's mind to get as many as I can. Combined with my motion sickness, I couldn't really play for too long. Sorry.
@omiya-games I hope you didn't play the WebGL version - it runs a lot slower, but people were asking for one, so we did it more for mac/linux support. Either way, that feedback is really great. The harpoon logic was coded very quickly, and we have a bit of magical "embedding" logic, as well as we do a bit of magic to raycast backwards when you first fire so that you can't fire through a wall, which meant that we had to just use the shot angle rather than the intersection normal for our collision logic.
The problem that we have is that, at least in the indoor levels, very few of the walls are straight vertical. We have a lot of strangely shaped geometry, and if you shoot horizontally at it, then it hits the wall and the normal of the wall could be pointing 45* up, which would be a very strange interaction.
That said, I really like the idea of making it glow or adding a larger collider on it to make it easier to stand on, because falling off it is pretty easy, however it's only really hard if you're doing some of the later climbs when you have to scale the pyramid with the harpoon or climb the tree with the harpoon.
The later levels use the harpoon climbing more, and you get two more weapons (Hand Cannon and Anchor).
@lodugh It might be a bit slower, but we built it out for WebGL - I don't know if that works on Linux or not, however. Please give it a try and let us know.
For the harpoon angle, really, my feedback is about having a flat platform to make landing on it easier, regardless of the angle of the wall it's actually attached to.
From what I saw, this game is pretty awesome! There is an extremely impressive amount of content and everything looks great. I enjoyed using the harpoon in platforming as well as just exploring and collecting coins. I thought the tutorials were great and seemed to cover pretty much everything that someone might get stuck on; in particular, I had a lot of trouble getting out of the room you get the harpoon in and appreciated the tip to "climb up" the wall by repeatedly jumping and shooting.
The combat I saw was also exciting and fun. Honestly, my biggest issue with it is that I'm a wuss when it comes to horror games, and the combination of monkeys randomly appearing + the monkeys themselves looking terrifying + the general dark atmosphere eventually made me reluctant to continue exploring. Even something like always giving a countdown or warning of some sort before enemies appear would have reduced the "jumpscare" factor by a lot (I'm probably an outlier when it comes to this though). Though I will say this really goes to show how engaging the game was - definitely 5 stars for mood.
Other minor things I noticed:
- I would have liked to have to press a button to drink grog. I got annoyed multiple times by accidentally moving over a bottle when at full health and having to wait around for the drunkenness to wear off. The actual drunk effect is great though.
- I would have liked some indication of the total number of coins/chests on each island, which would have given a better idea of how much progress you had, and besides, you already provide that information on the map (though not when you first select a new island, which was kind of weird)
I loved the music, and just in general everything was very polished, like with the battle music fading in/out. Overall, this is a really impressive game, especially for 72 hours, so great job! I'll try to get around to playing the whole thing at some point.
Other than that there is just so...much...CONTENT here! It's pretty insane! So many secrets to uncover and places to explore. Hat's off to the level designer. I'd have to say my favorite island was Lone Palm Island. Super flavorful! :)
Kinda wish there was something there for the ending, I went back and looked around for a few more chests just to get it, and all I got was a congrats screen. :/
In terms of a few minor nitpicks, I did find the first-person platforming to be pretty cumbersome, especially when it played a crucial role in progression. Also, the theme seemed like a bit of an afterthought, but I'm more forgiving of that if the rest of the game is solid.
All of the weapons felt unique, and I especially enjoyed how the cannonball weapon ricocheted off of walls/enemies for multi-kills.
This is some stellar work here. Awesome job, you guys!
It's got it all, great music, great graphics and tight controls! I don't even know what to critique here (granted I only played through the Smugglers' Cove since so many people submitted their games on my post and there's so little time)
I will be back though, and I will give you some more feedback once I'm through with all the other games.
My first impression, though? It's just amazing!