About This Game Shipwreck is a top down adventure game in which you must travel the land, explore dungeons, and defeat monsters to earn safe passage off the island on which you are stranded. Shipwreck is the first game from Brushfire Games, a small game studio in Redmond, WA, run by brothers Nick and Joe Gravelyn. Shipwreck was created by these fine folks: Nick Gravelyn - Programming/Design Joe Gravelyn - Programming/Design Ty Lagalo - Art Dan Waters - Music/Sfx 7aa9394dea Title: ShipwreckGenre: Adventure, IndieDeveloper:Brushfire GamesPublisher:Brushfire GamesRelease Date: 25 Feb, 2014 Shipwreck Download By Utorrent As someone who loved Earthbound and Secret of Mana, Shipwreck is a nostalgic throw-back. The level design and game mechanics are light\/simple, the soundtrack is exceptional. Great little game to pick up.. Wonderful trip back to the 90s. The game mechanics are rather simple. There is no levelling, no weapon upgrades.But still, the game does a lot of things right. Well-balanced enemies, unique boss fights (although they are too easy for my taste) and some good retro-atmosphere all over.I actually did not like the music. It seemed rather bland and even annoying... especially within the town area and the outskirts.If you're looking for a game to satisfy your need for a few hours of classic RPG-gaming this game is for you (approx. 2 to 3 hours of gaming fun). If you're looking for a more in-depth experience with more emphasis on story-stelling, be sure to check out Anodyne.. Maybe I'm expecting too much for a game I paid barely a dollar for, but games that wear their inspirations this openly have to be compared to their source material. As much as Shipwreck desperately wants to be Link's Awakening, it mostly accomplishes highlighting how brilliantly that game (and the similar A Link to the Past) was designed by doing everything markedly worse. The first and most prominent issue is that the hit detection simply doesn't work. I've stood next to an arrow trap and been hit by alternating arrows despite not moving and the arrows all theoretically hitting the same spot. I've been hit through my shield. I've been hit by a boss that wasn't even close to me. These issues are compounded by a combat system that gives enemies entirely too many invincibility frames and sometimes no interrupt\/knockback at all. The fact the devs give out on-use healing items so frequently and cheaply suggests to me that they knew the combat was fundamentally flawed and opted to work around it by effectively increasing player health by as much as 30 hearts rather than attempting to fix it. Next, the game world is over-designed. There are loads of screens that serve no purpose whatsoever except to pad out the overworld, town, or dungeon they're part of. Some of these screens don't even have anything to interact with - they're literally just time-wasters. The game's characters were designed in a similar fashion. There are loads of NPCs, even compared to the far larger Link's Awakening, but many are recolored versions of eachother (even important ones!), none have any character, and almost none even have unique dialogue. Almost all of the NPCs will say the same few lines if you talk to them enough times, one of which is along the lines of "There's not much to talk about on such a small island." It's true, but if the devs knew that, why did they make 30 different characters to talk about it?Next, and somewhat confusingly, the game is also under-designed where it matters. The dungeon puzzles aren't interesting or difficult. There's no Big Key equivalent and maps are missable, so you may unknowingly walk into the boss room for the biggest anti-climax ever. Houses feature no interactive items and are almost always empty. Items that are always interactive in games, like gravestones, aren't. The world feels like a rough draft of a Zelda-like based on a second-hand account of Link's Awakening rather than an attempt to recreate the character or detail of those games. Finally, some minor complaints: Moving diagonally (needed for shield usage) is unreliable with a gamepad. The soundtrack is largely inoffensive, but lacks combat music, meaning boss fights are occasionally done to gentle ocean music. The enemies are overwhelmingly clearly derived from existing Zelda enemies. The game inherits Zelda's issues with meaningless money - there's nothing to buy except bow ammo and healing items. Shipwreck would be a perfectly functional game in a hypothetical world where Zelda or other imitators like Anodyne and Ittle Dew didn't exist, but unfortunately for it, they do. If you've played those games, Shipwreck will likely be as disappointing for you as it was for me. If you haven't, I'd strongly recommend doing so instead of playing this. I can only really recommend Shipwreck if you're desperate for a new Zelda-like and you're choosing between it, broken games, or flash games. It's not a particularly bad game in the grand scheme of things, but it commits the cardinal sin of being a below-average game in a crowded genre absolutely loaded with better options. I don't see much of a place for it.. A mixed bag. Insofar as it goes, it does what it sets out to do well, but it's short, and you'll have every item you're going to get by half-way through, with the last three dungeons free of any items. The bosses are the best thing about it, the dungeons only have three or so unique enemies each, and can become a slog - though I do like the switch puzzles. The items are a lantern, a bow, a sword, a pick that basically works like a sword and is only ever used in one dungeon, and a shield, plus healing items. Besides the pick being necessary to fight one boss, and to open up the entrance to the dungeon, none of these are ever used for any purpose besides the obvious ones. Indeed, after doing a trial where the crossbow hits targets, it's never used for anything but attacking again.The game system is good, and it plays well, but I'd hold off for this group's second game.. This game plays like someone wanted to make a 2D Zelda clone, but didn't realize what made those games fun.There are no secrets, no hidden walls, no rewards for exploration here. No fun little item interactions. Just a whole lot of empty screens, and a game that feels like the developers ran out of budget after finishing the sprites.It's a shame, because in playing through it I kept thinking to myself, "This could have been fun and full of heart if only they put a bit more effort into it.". hello Zelda. long time no see :). Shipwreck is a short (~2-3 hour) action-adventure game in the vein of a simplified version of the earlier, 2D Zelda games. The game features 6 dungeons total, each of which has puzzles, keys, and a boss. Items include a bow, sword, shield, and healing items. The game is developed primarily by two brothers and it shows as a labour of love; this is the kind of independent PC game that was being made before Steam became a big thing. At $2-3, the game is priced to reflect the short length. I don't think it's going to displace any of the Zelda games in the pantheon of gaming greatness, but it's a fun little game with a lot of charm and some enjoyable puzzling. I had a great time and ran through the game in one sitting. If short, simple, and sweet is what you're looking for, I think Shipwreck is worth a look.Game has achievements and trading cards, although Steam recently changed trading cards so that they don't drop until 2 hours of play so you might not get any unless you take your time or idle the game afterwards.Edit: One other thing worth mentioning. The music, while a little repetitive, has the feel of the late 90s-early 2000s PC tracking scene (.mod, .s3m electronic music). This really contributed to the feeling of playing something that would have been a cool shareware or independent game I would have stumbled on a decade or more ago. Really nice.
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