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Shipwreck Trainer Download

Updated: Mar 12, 2020





















































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 Trainer Download "Shipwreck" is a game I had left on my wishlist for a long time before I finally picked it up on the cheap. I am prone to getting the "Zelda itch" for top-down action-adventure games with atmospheric dungeons, challenging puzzles, memorable characters, engaging story, and -- maybe most importantly -- secrets and treasures. Playing "Shipwreck" has left that itch virtually unscratched.I hate to be too hard on "Shipwreck", though. The developer -- Brushfire Games out of Seattle-- is obviously a small independent operation, and I am sure they put tons of love into their product. There is a lot of effort on display here, but not enough for me to recommend this game.Controls for "Shipwreck" are pretty responsive and intuitive, and I dig some of the soundtrack. However, spritework, story, writing, environments, goals, and that ever-elusive "game feel" just don't cut it.I was unable to feel immersed while playing "Shipwreck", which is disappointing, as it is in the same style as some of my favorite games. Perhaps I have been spoiled by similar titles from producers with bigger budgets and greater pools of creativity and experience, but I still think "Shipwreck" walks an awkward line of wanting to experiment while trying to pay homage to its predecessors."Shipwreck" is certainly not worthless and is far from junk. I think there is a lot to learn -- for both Brushfire and other aspiring game designers -- by playing this game, dissecting it, and reflecting upon it. If you have the time and means to play "Shipwreck" and are interested in making games, I recommend you do so. I also think this game could be rewarding to new and younger players. However, if you are an experienced gamer looking to lose yourself in an exciting new world, you may want to steer clear of "Shipwreck's" unpolished and sometimes choppy waters.There are not many games on Steam like "Shipwreck" that I would recommend. One exception, however, is "Anodyne", another game that is not perfect but was, to me, shockingly immersive. Off of Steam, "Link's Awakening" would be my go-to, and is most likely what inspired "Shipwreck".. 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.. 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.. 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 emulating a very specific subgroup of Zelda games, that being the ones on the Game Boy and Game Boy Color.It\u2019s pretty neat how Shipwreck uses an aspect and tile ratio similar to Link\u2019s Awakening for a new game. Unfortunately the gameplay here is worse than where it is borrowed from and Shipwreck has no mechanics that it can really call it\u2019s own.I respect what this game is trying to do. I\u2019m just disappointed how little it actually does with it. I\u2019m going keep my eye on Brushfire Games though. Making an homage game for something over 20 years old takes a certain kind of passion. There\u2019s something here that might be pretty cool if there were a few iterations.. 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.. 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.. 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. A fun, little old-school RPG diversion. Contains well-planned dungeons, and plenty of nostalgic charm. Well worth the price.. 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.

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