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 Download Shipwreck Reasons For Recommended:1. Very well designed2. Like Legend of Zelda, puzzles are well-made3. Bosses are interesting and well thought-out4. Easy to obtain achievements, most are obtained by merely playing the gameNot as Good:1. Story was vague and almost boring2. Only 3-4 hours gameplay3. Not a variety of weaponsComments: I like the gameplay but it is not a very long game. I think that the creator of the game could have added more a variety of weapons to make the game more interesting and allowing more difficult puzzles. The story was a bit vague and could have used more characters.Main Plot:A ghost haunts a lighthouse. The ghost causes storms to ravage the island, thus ships can no longer travel to and fro. The hero, a young adventurer, crashes their ship during one of the storms and agrees to get rid of the lighthouse ghost. In order to do this, she must collect the four seals to open the door to the lighthouse.. Shipwreck is a retro style top down adventure game that is quite obviously influenced by games in the Legend of Zelda series. It's a fun experience. Basically, your ship gets wrecked on this island, so you need another to leave. You adventure to get one, but the only way to do so is to use the one ship on the island once the mayor allows it. So you end up having to help the mayor solve the island's problem. A ghost showed up recently, locked itself away in the island's lighthouse, and has been causing storms which disrupt the people's way of life. You must stop this evil ghost. To open the lighthouse, you need to obtain four seals, each in their own dungeon protected by monsters. Typical adventure stuff. Go to the dungeons, get new items, use the items to complete the dungeons and fight the bosses. Get the seals. Do the final dungeon, beat the final boss, and win the game. Also, you more than likely will be able to get all the achievements just by playing normally, which is good if you care about getting achievements I suppose. The music is alright. The retro style is nice if you're into that. And you get to run around hitting things with a sword. What can I say? It's fun. However, I feel this game has some rough downsides. While it's clearly inspired by Zelda games, it seems to lack a lot of what makes Zelda games so entertaining. There's not much story in Shipwreck, instead just surviving on a main plot. That's fine by me, but some people will see this as a point of disconnect. My point of disconnect was moreso from the fact that there's a distinct lack of characterization. The main character has no personality or lines, but that's because it's YOU. The part that bugs me is that none of the people in the game have any real personality. Everyone is rather bland and most of the townspeople will say nothing of consequence to your journey or the world building. It makes them feel very forgettable and doesn't motivate you to help them. All the villain does is cause storms, so there's not a lot there to make you really hate them or understand them as a villain, which is sad for the main villain of the game. So your only real motivation to beat this villain is to leave the island and beat the game. Kind of a weak motivator. Another strange thing is the overworld. Zelda games have overworlds, but... they have things in them for you to do. In Shipwreck, there are a decent number of screens on the overworld to explore, but there's no point in exploring those extra screens. There are no enemies to fight in the overworld. No secrets to find. I believe there are one or two houses to enter. One has an item you'll need, the other might just have some treasure. But there's a desert, a swamp, a forest, even a graveyard in the overworld that are all empty. There are dungeons in four of the areas, a town in the center, and the final lighthouse to the North. That's it. The areas leading to the dungeons are just small mazes. I can understand this being cool for one, possibly two areas. But all four? It feels a little bit like padding. Why not put some enemies in here? Thow in some puzzles or terrain I need my new item from the previous dungeon to overcome. Something more than just a change of scenery would've been greatly appreciated and give the overworld more purpose. The dungeons aren't too bad. I just can't help but feel like the dungeon bosses could've been cooler. Maybe that's just me. The puzzles in dungeons were also a bit lacking. There could've been more or just trickier ones that required more thought. Still, I will admit the dungeons were probably the best part of the game. I think having more items would've opened up a lot more possibilities here. You can equip any two items at a time, but there are three empty item slots. I can't imagine why. Perhaps I've missed something, but it just feels like there was supposed to be more items than what we ended up with. Plus, none of the items were that creative. Sword and shield are basic. So is a bow. Having two slots for healing items, one for each specific one, is a bit silly since this is the only way to heal on the go. I like that you keep all the health you pick up because of this, but switching to the healing item every time can get tedious. And the pickaxe is probably the saddest item because, while it's cool for the dungeon you get it for, it serves no putpose outside of that. Why wasn't breaking rocks to get to new areas or breaking walls in other places part of the gameplay? Why was the pickaxe a one and done dungeon item? It just seems like such a missed opportunity. Also, while I liked the retro look, I wasn't too fond of some of the art and color choices, but that's not a big deal.Overall, Shipwreck is a cool little game. It just could've been so much more. There's lots of good ideas here, but they need to be explored. The adventuring in this game isn't much, even though the gameplay that IS there is solid. It is also fairly short, as I beat it in one sitting. It's only three bucks at full price. I'd say that, if you're a Zelda fan, or want to get into Zelda games without the stress of learning all the references or paying full game prices... this is a good start. But if you're a Zelda fan... don't come into this expecting Link's Awakening 2. It takes the basics of Zelda games and cuts to the chase, sacrificing most of the charm. If it was more expensive I wouldn't recommend it, but it's not bad for the price. If you're looking to test out Zelda basics, or if you're already a big Zelda fan, you'll probably appreciate this game. Otherwise it might just be too bland for your taste. Make a sequel expanding on these ideas and I'm sure I'd give it much more praise. I'm easily suckered into Zelda type games so make those improvements and you have a sale right here already.https:\/\/youtu.be\/eP7Q41HetLg. 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.. hello Zelda. long time no see :). TL;DR: A short but okay hack 'n slash adventure with minor puzzle elements.While a spawn of a genre pretty much defined by Legend of Zelda games (specifically NES and Gameboy versions), Shipwreck left me with a feeling of barely positive "meh". Let's get down to details.In the beginning of the story there is a shipwreck that leaves everyone else but the protagonist dead or missing. It is a stormy night. You find yourself stranded on a beach and as the luck would have it, there's also a sword on the shore near you. You can swing it at a wide angle to attack monsters or bushes. Curiously but traditionally, both are filled with money and apples.Moving, sword swinging and other item use is easy enough, even familiar if you have played other similar titles like the aforementioned top-down Zelda games. You've got only two slots for items, presumably because you have two hands and the interface has space for pretty much only two items at the time because of the art style. Considering that particularly in some boss fights, albeit also in some dungeons, you need to juggle three or four items in short succession, the limit of two items is rather inconvenient.Continuing the story, after wandering around the beach for several uneventful screens you finally find yourself in a cave, a dungeon. The dungeons are by far the best part of the game: there are monsters, traps, locked doors and even some nice puzzles. If you are a completionist, you generally need to solve the puzzles to acquire all big hearts that increase your maximum health.In later dungeons, the puzzles become mandatory, and this effectively makes those dungeons the best (especially the sand dungeon and the lighthouse). You can be stuck for a short while when pondering where to go, only to notice that you can fall to an unvisited room by jumping down a hole on a higher floor. Rooms could be dark requiring you to carry a lantern (in my concern the only valid reason for having mere two slots for items) to see around and some walls or boulders can be smashed broken with a pickaxe. Bow is used regrettably little being useful only in one or two boss fights.Speaking of which, every dungeon has a boss fight of varying difficulty. Some are ridiculously easy, like the first crab boss (admittedly the first one should be easy) and the worm boss that just goes in circles and you can beat him without much resistance. Others are way more difficult and require you to study their attack and defense patterns closely. I especially liked the rock and slime bosses, the rock guy actually managing to kill me twice.Monsters are only found in the dungeons. There are only few different ones and all of them die by swinging them twice - exactly twice. Sure, the slimeblobs split into smaller slimeblobs, but every slimeblob dies with two strikes regardless of their size. Same is true of every snake, ghost, spider and bat you see. Consistency might be the key but it's peculiar with monster healths. Monsters being rather boring it's a good thing that they actually stay dead after killing them, even if you leave the dungeon.The cool twist of Shipwreck is that you can only heal (in addition to staying at the inn) by eating apples (and the occasional bread) that are found lying around in bushes and carried by monsters. Before the boss fights it is a good idea to stockpile food for additional health. Unfortunately, as money is found basically everywhere and there is a shop for food, this renders health a trivial matter later on.I spent a long time exploring the small world after the first dungeon. The storm was still going on, but the world was empty of any other activity: no enemies, no people, basically nothing happening anywhere. When the storm finally ended, the town sprang to life (of motionless villagers but at least they talk to you) but there was still nothing going on in the wilderness. The wilderness is really an untapped opportunity for exploration and monster whacking for the developers. Just a couple of farm houses and a cemetery (where nothing exciting happens, as realistic as that is) doesn't really cut it.In Link's Awakening you wanted to escape the island, and Shipwreck snatches basically the same storyline in that respect. There's a big bad boss that stands in your way but has hidden in the most inaccessible place possible: lighthouse is locked by four magical seals for some nefarious reason. In the case of Shipwreck though, let's just say that I was refreshingly disappointed that sometimes the bad guy is just the bad guy. With no special twist of any kind, I was nevertheless mostly disappointed, even though the boss was rather difficult and for once I almost ran out of food.Lasting only 4 hours (even 2 hours for the faster players), I can tell that it's worth its cheap price. To me it was not a very special experience, but it was not all bad either, so I would score it as something between mediocre and decent. It might help with your Zelda itch but afterwards you'd need to fire up your old console anyway.. Shipwreck is a short, cutesy top-down adventure reminiscent of the GB\/GBC era handheld JRPGs. It was primarily created by brothers Gravelyn with art and music contributions by Ty Lagalo and Dan Waters respectively.There isn't much in the way of a story: basically, you get shipwrecked on an island unknown to you and learn from the town inhabitants that the frequent storms are caused by an entity which dwells in the said island's lighthouse. You agree to help the folks out to earn your sail back home.Just like a classic Zelda title, the gameplay mainly revolves around traversing dungeons in search of the four seals that act as a key to the haunted lighthouse, your final destination. The dungeons themselves are more-or-less multi-layered environmental puzzles, each themed differently from one another, that you need to overcome with the tools at hand. You get your sword and shield early on, followed by a bow and a pick-axe coupled by a lantern. Each dungeon is populated by an assortment of two-hit baddies and a boss which serves as a guardian to the seal to be found within. The scope being limited, there isn't much else to do in the game world apart from overcoming each dungeon one by one. This being a Zelda inspired title, there isn't any levelling up and the interaction with the overworld (which is devoid of any random encounters or enemies, by the way) as well as the townsfolk is bare-minimum. Even if you search every nook and cranny, it takes 3 hours at most to see everything the game has on offer.Still, considering there's only four guys behind it, Shipwreck's successful at evoking a feeling of byte-sized nostalgia. What it lacks in depth and length, it makes up for it with lovely pixel art and heartfelt, moody music. The relative ease of progression, alongside the basic two-button control scheme and a bug-free ride add up to the overall 'feel-good' experience.If you are fond of the time you've spent with the portable adventuring titles of olde, Shipwreck's well-worth its asking price. Plug in your gamepad and go for it in a sunny afternoon.. 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.. I just got all the achievements for this gamePros: its short, its cheap, its a fun zelda-like gameCons: its a little too short and the developers don't intend to add any DLC or stages to the game. There isn't much use for gold past a certain point. Simple Zelda-like game, although about as short as the price tag implies (2-3 hours of playtime even if you go for 100%, assuming no deaths).+ The dungeons are good and atmospheric. They're complex and involve puzzles, but not unreasonably so.+ The boss fights manage to be unique and engaging even though you're mostly just fighting them like you would normal enemies. However, some of them are awfully short.+ Gorgeous pixel art. The game never stops looking good.- The item selection you're given throughout the game feels uninspired. The crossbow sees very little use outside of combat (and it tends to be impratical in combat, too), and the pick becomes worthless the instant you're done with the mine dungeon. There could've been done a lot more with riddles involving clever use of your items.- The overworld is maze-like, empty and boring. There are no enemies to fight, no secrets to discover, and on your search for the various dungeon entrances you'll often have to backtrack a couple of screens because you'll run into arbitrary dead ends with nothing in them.- Combat has hitbox issues and as a result feels very rough and somewhat un-fun. The game often registers a hit on you when the enemy\/projectile didn't even visually touch you, and some enemies (the small slimes are the most obvious offenders) will sometimes not register as hit even if your sword clearly went through them.- There are several points in the game where you're forced to take damage to progress, something I've never been a fan of.Overall, I did have my fun with this game, but... So much more could've been done with it. I'm a little disappointed.Is it worth getting? At this price, yes, if you like the genre. Just don't expect too much.
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Updated: Mar 24, 2020
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