The Mystery of the Pirate's Treasure
A treasure hunting pirate mystery. Find clues, dig up treasure, explore islands on your pirate ship and race chickens before the queen's navy can steal the treasure out from under you. Originally created as a solo project in 9 days.
Movement keys: WASD.
Interact: Spacebar, or click on the object or button. Buttons have full tooltips.
Status | Released |
Platforms | HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | BrineShrimp |
Genre | Puzzle |
Made with | Unity |
Tags | 3D, Chicken, Cozy, Cute, Exploration, Low-poly, Mystery, Pirates, Procedural Generation |
Development log
- Out with the grid in with the new38 days ago
Comments
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I'd love to check out this treasure hunting pirate mystery! Sounds like an exciting challenge with plenty of exploration and adventure.
You look like the type of person who'd enjoy this jam: WOW JAM
They have a very interesting platform and are even offering prizes xD
I really loved the exploration aspect in this game, I can see great potential in expanding what this game offers into a longer story for a more complete experience, whether it would be a linear adventure with a set ending, or a simulation-type game where you can pop in for a little bit to do endless treasure runs.
The starting town is really great, and I liked making friends with the NPCs, they're really begging for more conversations.
It appears you can have a maximum of 5 rum barrels, yet still you can pick up more and they will disappear.
I think it would be great if you could see yourself on the world map when you click the compass.
I didn't find the game too challenging, finished it in about 1.5 hours (i was cooking while playing it and i really scoured all the islands to try to find more stuff). I don't think a single day passed in the game in that time, but I did see the time go by. (edit: since making this post, the game was updated to make the days a little bit shorter)
Is there a lore reason for this skeleton at the dock?
I spent a lot of time on the game, on both (grid) versions I think as sometimes I managed to get all the hints while I think in the first version I possibly never managed to beat governor's wife and discovered in your comments that the difficulty was lowered between the versions.
The times I managed to reach the right place with the shovel I didn't manage to put the clues together to find the treasure (like the bright colour or the sweet thing I was really not sure what to look for). I expected at some point to stumble upon one generation that I could beat but it didn't happen during my numerous runs. That's perfectly fine.
The game is very fun. Environment is quite detailed and the dialogs are funny, it controls well, I like the silly chicken races and the placement of most objects by hand while the treasure and shovel are randomly placed. The time you get (including the rum of course) feels right to me.
It's funny, and possibly connected, that last year you made a quite easy game and this year a very hard one, I sure prefer the latter but opinions may differ.
Possibly the one thing I didn't like in the grid version was how the tiles you can sail on were often not obvious enough, I guess it's not relevant anymore as while typing I just got a notification you just removed the grid.
Cool one!
Mostly agree! Just not sure if the difficulty was intentional. The tone certainly doesn't hint it'd be but I guess maybe the source-material would :D (those classic point-and-click games sure could get nasty)!
Either way, as I commented, that's awkward when it comes to a jam-entry. Folk already have every incentive to move-on to the next entry, being "very hard" is just adding salt to the wound... but again as I said, this doesn't detract from the result, just makes it an odd-duck I guess!
I did win against the governor's-wife, I think but I'm not sure what version you've played to compare it to.
Thanks for playing! I put a lot into this one and I'm glad that you enjoyed it.
A review of The Mystery Of The Pirate's Treasure:
Presentation: very visually impressive, on-par with commercial products and an impressive number of assets and attention to environmental-design (the lack of music and sound-effects really leaves a void though when the game-world looks this good). Night-time transition is a bit abrupt and too-dark, it would be nice to have a surrounding lantern-halo effect at night.
Controls: I understand this being a mix between a dungeon-crawler; Monkey Island; (and perhaps a bit of Myst) but would be nice to have free-roam controls with mouse-look too. The ship is awkward, including: engaging with sailing; a bug where you have to click the camera-toggle twice; and having to reverse out-of-port (which I love because it's hilarious)!
Game-play: I was surprised to find that the treasure's location seems to be randomized with each new play-through (and logically all clues too)! This is a genius-move both from a design and a player's perspective as it greatly enhances replay-value and challenge with minimal development effort! The game is tough and some aids like a map of islands could help.
Writing: really more of a back-drop here but deserves a mention. The effort put into giving each character some personality; quirky jokes; and an overall vibe to the game does add charm to the experience. Some of it lands; some doesn't but I'm glad it's there because this could easily be just dry; functional text, especially during the crunch of a game-jam!
However, I never managed to beat the game despite putting a non-trivial amount of time and effort into it, mostly because I ever only saw the shovel spawn once in all my play-throughs. I'm pretty sure I know at least one treasure location though and it's a shame I never got to dig for it.
I'll mention also that this is perhaps in a weird-spot for a game-jam entry. This isn't at all a criticism of this project's quality but it's easy to imagine most players would give-up long-before finding 3 clues; the shovel; let alone the treasure... especially with the short time-limit; a restart meaning new clues; and the time needed to first explore the world.
Perhaps the concept would work-better as a full-game instead. A more directed approach where one clue leads to the next rather than the sand-box scavenger-hunt with the ultimate goal of finding the treasure could also make the formula more accessible to some players (even though I very-much personally appreciate the current; tight; almost rogue-like design).
Update: beat the game after the last update! Ran into quite a few bugs but the worst one was the new map feature being nothing but a black screen. Probably an asset that wasn't bundled properly when building?