Blackwater
Play here: https://avivajpeyi.itch.io/blackwater
Desktop keyboard and mouse. Choose Tutorial from the title menu for guided practice.
Five waves. One lighthouse. A rather large ship waiting at the end.
Take the helm of a small sailboat in a moonlit pirate brawl. Dodge incoming cannon fire, bring enemies alongside your starboard gun, and keep sailing as the sea pushes you off course. Survive five waves of attackers and sink the flagship to win.
- Your boat sails forward automatically. Steer to dodge shots and line up your cannon.
- Keep enemies inside the firing cone on your right. Hold fire to shoot whenever the gun reloads.
- Watch for mines, reefs and wreckage. Catch bright cyan currents for a lasting speed boost.
- Avoid damage to let your hull repair. Clearing a wave early also restores one hull point.
- Sink the flagship in wave five to win.
- A / D or arrow keys: steer
- Mouse: look around
- Space / left click: fire (hold to repeat)
- Shift: boost (hold)
- E: toggle chase / close cannon view
- Esc: pause
- M: mute
- Hold R: restart; R after sinking: retry
Built with Godot 4 for Ludum Dare 60.
- Programming: Mehdi Zahroui, Avi Vajpeyi
- Game design discussions: Kieran Davidson, Rachel Coxhead
- 3D models: Kenney, Quaternius, Aaron Clifford
- Music: YD GDeshko — Enemy Ship Approaching
- Sound effects: jdsherbert
- UI assets: Kenney Adventure
- Fonts: IM Fell English SC and Barlow Semi Condensed (SIL OFL 1.1)
Models and music are CC0 where specified by their creators. Aaron Clifford’s Spike Mine is used under CC BY 3.0; its mesh was optimized for the game.
Kenney Pirate Kit: `https://kenney.nl/assets/pirate-kit`
Quaternius: `https://quaternius.com/`
Spike Mine: `https://poly.pizza/m/4VRVeCH1sHm`
CC BY 3.0: `https://creativecommons.org/licenses/by/3.0/`
Music: `https://opengameart.org/content/enemy-ship-approaching`
UI: `https://kenney.nl/assets/ui-pack-adventure`
Source code: `https://github.com/kickflip-games/ludum_dare_60`
AI Usage: AI was used for help with writing code. NO AI WAS USED FOR ART/MUSIC.
Desktop keyboard and mouse. Choose Tutorial from the title menu for guided practice.
Five waves. One lighthouse. A rather large ship waiting at the end.
Take the helm of a small sailboat in a moonlit pirate brawl. Dodge incoming cannon fire, bring enemies alongside your starboard gun, and keep sailing as the sea pushes you off course. Survive five waves of attackers and sink the flagship to win.
How to play
- Your boat sails forward automatically. Steer to dodge shots and line up your cannon.
- Keep enemies inside the firing cone on your right. Hold fire to shoot whenever the gun reloads.
- Watch for mines, reefs and wreckage. Catch bright cyan currents for a lasting speed boost.
- Avoid damage to let your hull repair. Clearing a wave early also restores one hull point.
- Sink the flagship in wave five to win.
Controls
- A / D or arrow keys: steer
- Mouse: look around
- Space / left click: fire (hold to repeat)
- Shift: boost (hold)
- E: toggle chase / close cannon view
- Esc: pause
- M: mute
- Hold R: restart; R after sinking: retry
Screenshots
Credits
Built with Godot 4 for Ludum Dare 60.
- Programming: Mehdi Zahroui, Avi Vajpeyi
- Game design discussions: Kieran Davidson, Rachel Coxhead
- 3D models: Kenney, Quaternius, Aaron Clifford
- Music: YD GDeshko — Enemy Ship Approaching
- Sound effects: jdsherbert
- UI assets: Kenney Adventure
- Fonts: IM Fell English SC and Barlow Semi Condensed (SIL OFL 1.1)
Models and music are CC0 where specified by their creators. Aaron Clifford’s Spike Mine is used under CC BY 3.0; its mesh was optimized for the game.
Kenney Pirate Kit: `https://kenney.nl/assets/pirate-kit`
Quaternius: `https://quaternius.com/`
Spike Mine: `https://poly.pizza/m/4VRVeCH1sHm`
CC BY 3.0: `https://creativecommons.org/licenses/by/3.0/`
Music: `https://opengameart.org/content/enemy-ship-approaching`
UI: `https://kenney.nl/assets/ui-pack-adventure`
Source code: `https://github.com/kickflip-games/ludum_dare_60`
AI Usage: AI was used for help with writing code. NO AI WAS USED FOR ART/MUSIC.







Comments48
The old tech was going to be a sextant to help navigate towards the lighthouse, but we decided it was getting too complicated 😢
See this:
We hoped that the "ships" with "cannons" would still fit the "old tech" theme.
are exported diagnostics of any use to you? I beat the 5 of 5 waves, it was fun dodging canons, mines and the last ship was hardcore
Glad it wasnt too challenging/frustrating, that you actaully finished the game! @tenthousandfireants I hope the boss was balanced well enough.
The diagnostics was just something i added to help debug why the game was performing like shit on my friend's PC. Almost the entire day 2 of the jam was spent with cleaning shit code lol
Turns out the main thing was the way I was drawing the player's cone-of-attack area! I was doing it every frame, and projecting onto the surface.
@maxxxmax -- yeah good point about the camera... I should have just let players rotate to the other side as well lol
@stormrider ooo im curious to see what you have done with your sailing game!
@alex-lumi glad it was fun :)
Fun game, you could definitely expand on the concept to make a full game out of it.
I played a few waves and had fun sinking ships; the difficulty felt pretty well balanced. My main confusion was feedback: it wasn’t always clear what could damage me, and the camera/rock collisions could feel frustrating when I couldn’t see what was coming. I also wasn’t sure how the “old tech” theme connected at first, though the old ships and cannons mostly sell it. Overall, a very polished and enjoyable jam game - would love to see it expanded with clearer damage warnings and a bit more camera freedom
I really liked the difficulty progression. The first few waves are easy enough to get comfortable with the controls, waves 3 and 4 gave me a bit of a challenge, and then I encountered the Flagship, which had its own unique mechanics that forced me to adapt again.
The one thing I found a little awkward was the camera. It felt a bit too restricted, and I had to maneuver around quite a lot just to find a comfortable viewing angle. Though maybe that's part of the intended challenge!
Either way, this is one of the best games I've played so far on this LD. Congrats on the release, and best of luck!
Thanks @delta @thanatosisanoob @enad96. Glad the one-sided cannons worked out as an interesting mechanic. we weren't sure if people would find them fun or just frustrating haha
Thanks @neolog @nikitastarostin, really appreciate the detailed feedback! Definitely agree the damage indicators need work (we wanted the damage to be digetic -- the ship hopefully looks like its falling apart after you take a hit), and the camera could use a bit more freedom. Glad you had fun though!
Thanks @rekk1d @victor-gusev @blus7! Sea of Thieves and Pirates of the Caribbean were references haha (actaully the biggest was a game called "sail forth"). Would definitely be fun to expand this beyond the jam.... but unfortunatly, unlikely lol
Thanks @skigfx! Really glad you enjoyed the difficulty progression and the flagship! You're right about the camera, we probably made it a bit too restrictive. Good luck with your entry too!
Thanks @dracco-0n! Haha fair point about the youtube playthrough, we probably need to do a better job showing off the gameplay. Glad you gave it a shot!
For gameplay, I like the boat's movement and, the most interesting, having the cannon sideways. Most devs would put the cannon in front. After I got the mechanics I killed the flagship in my second run. The only thing I'm sad is not having a health bar to see how many hits I can get before I'll get destroy.
Graphics are amazing, good audio. Good job guys!
I played many times and I was not able to figure where upgrades comes from, sometime I just get a message "25% faster". More than once took a mine for an upgrade =D
Great mood! I enjoyed this thoroughly.
I wish the arena was a little bigger. The red zone was pretty close the the action area on one side of the lighthouse.
Like the part where the cannons are only one the right, great way to take enemies by surprise.
Sound is repetitive and i miss some boom from the cannons.
Great overall and good job
very impressed with how much you packed into such a short time, well done!
Super fun game! congrats!
What a great game! And the mood and atmosphere were meticulous.
Ever since Sid Meier's Pirates! I've been a pirate game addict though, thanks for scratching that itch a little :P