
LilPirate
A downloadable game
From Navy Nobody to Nautical Notoriety — All Aboard for Betrayal, Blunder, and (Maybe) Glory!
You are Percival Odon: proud, poor, and freshly flogged. What started as a noble quest to find the father you never knew turns into a shipwreck, a scandal, and a salty spiral into piracy. Now marooned with nothing but a plank and a pistol, you'll scrape, steal, and shoot your way across the high seas—rising from soggy outcast to swashbuckling legend.
Will you return to the King's service...
...or follow the legacy of the Pirate Lord Sei P. Odon—your dear old dad?
One plank. One pistol. One pirate's destiny.
- Press WASD to control the ship
- Click the mouse to fire
- Right click to change fire direction (One weapon only)
- Press I to open the weapon slot manager
- Press Esc to exit the game
- Press M for the Map!
- **Caution**
- Starting a new game will erase all progress.
Credits:
- Game Designer / Programmer:
- William Fredrickson
- SFX:
- PunkMasta
- https://itch.io/profile/punkmasta
- Art Work:
- Prompt engineer:
- William Fredrickson
- AI:
- ChatGPT
- Prompt engineer:
- Background Audio
- Prompt Engineer:
- Joe Fredrickson
- AI:
- Suno
- Prompt Engineer:
- Writer:
- Main story elements:
- Jeremiah Cox
- Adaptation
- William Fredrickson
- Main story elements:
- 3D Ship Models
Core Mechanics
1. Player Progression
-
Starts on a wrecked plank with a flintlock.
-
Can upgrade ship, weapons, and pirate level.
-
Pirate level influences player stats (e.g., healing tick).
-
Upgrades consume resources (Gold, Wood, Stone, Iron), tracked using
PlayerPrefs
.
2. Ship System
-
Ships range from a plank to a Man-o'-War.
-
Each ship tier has defined HP and weapon slot count.
-
Ships are swapped by instantiating different prefabs.
3. Weapon System
-
Weapons are
WeaponInstance
objects withWeaponData
. -
Equipped through a
LoadoutMenuManager
UI using dropdowns. -
Each ship weapon slot is linked to a fire point with directional logic.
-
Player weapons fire with cooldowns; enemies use targeting arcs.
4. Combat System
-
Player and enemies fire projectiles with hit chance and damage.
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Weapon fire is triggered sequentially with delays.
-
Enemy weapons use forward or broadside logic based on ship tier.
5. Enemy AI
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Enemies patrol in “inner zones,” chase when detecting the player, and return to their zone if disengaged.
-
Each enemy ship uses a ScriptableObject
EnemyVariant
defining stats and slots. -
Spawning is controlled per zone with max limits and tier-based logic.
6. Scene Flow and Death
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On death, player resources are halved.
-
Game transitions to a “DeathScene” with options to continue.
-
Issues with camera persistence and input cursor visibility have been addressed.
7. UI Elements
-
Health bars float over enemy ships using world-space canvases.
-
Minimap is rendered via a second camera; adjustments made for build compatibility.
-
Red text flashes (e.g., on error) via coroutine with unscaled time to support paused states.
8. Save System
-
Resources and weapon loadouts are saved via
PlayerPrefs
. -
Equipped weapon slot and inventory are serialized manually.
Download
Install instructions
Made with Unity for Windows. Read the ReadMe in the zip file.
Development log
- Added a new game function3 days ago
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