Peachleaf Pirates
Charts
46 😀     21 😒
63,42%

Rating

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$1.39
$6.99

Peachleaf Pirates Reviews

Washed ashore with no memory of how you got there, an eccentric cast of locals welcome you to their quirky paradise. Divide your time between adventuring and homesteading, and discover there’s more to the island than palm trees and parrots in this colorful RPG with point & click & farm-sim elements.
App ID1156510
App TypeGAME
Developers
Publishers Digerati
Categories Single-player, Steam Achievements, Partial Controller Support
Genres RPG, Adventure
Release Date27 Sep, 2021
Platforms Windows
Supported Languages English

Peachleaf Pirates
67 Total Reviews
46 Positive Reviews
21 Negative Reviews
Mixed Score

Peachleaf Pirates has garnered a total of 67 reviews, with 46 positive reviews and 21 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Peachleaf Pirates over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 751 minutes
For the price, this game is absolutely fantastic! This game has three main elements: farming, combat, and point and click adventure. I mostly bought the game because of the first two, but the adventure part of it is fun so far, if a little difficult/obscure at times. In that sense, it's a bit old school and very not hand-holdy, which could be good or bad depending on what you want from a game. Overall, the balance is decent, but it does seem pretty easy to break the economy if you focus on just farming or just doing other things. The balance requires you to split your attention to not progress too fast (although the exp system will slow you down). Having skill trees are really fun, and a lot of the game's fun is in figuring stuff out. If you min/max by looking up data or guides, the game would be way too easy, so there probably isn't a ton of replayability beyond speedruns, but then this is a $7 game, so what did you expect? There are some bugs/kinks to work out, but nothing that was game breaking. Overall, I'd give this game a 7/10, more like 8/10 if prices is factored in. Get it for some chill farming/mining/adventure. Don't get it for the fishing (which is super hard/not fun, though it probably isn't too bad once you get used to it).
👍 : 6 | 😃 : 0
Positive
Playtime: 730 minutes
This is a fun game with some neat elements and an entertaining premise, but I can't help feeling like it's incomplete. It has some stiff mechanics and the story often feels like it trips over itself while trying to reach a conclusion.
👍 : 4 | 😃 : 0
Negative
Playtime: 147 minutes
"well well well, what do we have here? a well?" A bit of a gem in the rough this, while i havent gotten far yet, there is quite a few Quality of life things id like changed. 1, watered crops can be hard to spot, so i'd love to see that improved somehow, maybe just make the soil even darker when watered. it does become darker, but the crops shadows hide that fact which makes it hard to see 2, you cant use the 1-0 keys to select tools, this should be given, it might be possible to change in the settings, but its not a standard setting which it should be 3, using the mouse to select a tool instantly use it once,,, just why? 4, the game pauses when you have the inventory open... EXEPT IN TOWN!? which was never mentioned! this made me lose a whole day when my daugter woke up and i though i had paused the game as i went to help her go back to sleep. 5, some quests dont get updates in the log when you find new hints on how to progess which should be a easy fix. "oh you need to repair the boat, talk to the bartender" update the log - "i should talk to the bartender" 6, left clicking when you are getting payed at the end of a day skips the whole thing and toss you into a new day. it should be, 1 click should just skip the animation and instantly show the result, and a second click should THEN put you into the next day there might be more, but i havent gotten that far yet, and i wanna say. also i would have liked better art for the humans, cus they are hard to tell apart. aswell as chat portraits for the more important NPCs would be a nice touch. TLDR: you like far sims? then buy it! its not perfekt, but its cheap and by far worth the money
👍 : 9 | 😃 : 0
Positive
Playtime: 229 minutes
Kyk neh, when I started this game and I was hard locked to ‘Joe’ I immediately became a bit apprehensive. I do not like not being able to customize my character and especially choose my gender and my voice. Those things matter. People like being represented and having choice. There was a bit of salt in the wound when they named the player character Joe. No offense to the Joe’s out there. It’s so bland. Oh but they use this to its full advantage. The jokes. Oh bless the devs’ souls, the jokes.If you spend any time on the internet and know your memes, this game is going to slap you with them every chance it gets. The jokes are so… stupid. So bloody stupid they’re good. So cringe. So dad-worthy. It sends shivers down my spine. Lekker. Anyway, moving on to the game.The colors are quite muted. Lots of green and brown. It’s a bit of let down when compared to Serin Fate or Stardew Valley. What it lacks in color, it makes up for in animations. They’re basic but they’re fast. I am an impatient player and having to sit through animations that take f-o-r-e-v-er (I am looking at you Animal Crossing) is like slowly rubbing your left toe on sandpaper. There is a sell-box. You just dump your crap in it and magic voodoo (the game’s word not mine) makes it all go away and money just clunks into your pocket. I cannot stress enough how important a sell-box is in games like this. A true blessing. Speaking of blessings… There is a tutorial that’s actually good. Legit. So often are these neglected. And it’s cheeky too. Tutorials can either not be there or too in your face. This game has perfected that balance. It holds your hand juuuuust enough so that you’re not reeling from too much information but you’re also not yelling at the wiki gods to tell you what you should be doing next. I am not the brightest crayon in the box and the definition of lazy has got a picture of me next to it and this game makes me want to talk to NPC’s and actually read through their replies instead of skipping it all and then yelling at the wiki gods for the answers. There are so many settings it makes me excited to just think about it. The controls are intuitive to an extent. Which is nothing to scoff at in of itself, but you can waste a lot of energy accidentally swinging your axe at the wind which for all we know could offend it and bring down the wrath of the rain gods on poor Joe’s head. I am sure the game will have a stupid joke lined up for that as well. Inventory management is a bit janky. They’ve got the basics but none of the nice QOL features like quick stashing items or shift clicking to move an item from your inventory to the target inventory. BUT… the stack sizes are big. I love me some big stack sizes. I HATE IT when you can only stack a miniscule amount of wood and you have one chest dedicated just to wood. I need space to place my army of flamingos, not chests. What am I going to do with an army of chests? NOTHING. But plastic flamingos have just that right amount of cringe that you can kill a nation. I give this game a 5/7
👍 : 35 | 😃 : 9
Positive
Playtime: 2495 minutes
This is a comedy farming sim game (with minor point-and-click elements) about an amnesiac named Joe, who has washed ashore on a beach of Peachleaf Island and is forced to start a new life there. [u]Info[/u] • The game saves at the end of a day when the player elects to sleep. Joe passes out automatically at 2 AM and wakes up with less energy. • Time constantly progresses unless the menu is open or a cutscene is happening. • Gameplay involves: gathering/foraging, chopping wood, mining, growing crops, taking care of animals, crafting, fishing, quests, and combat. • There is [i]one[/i] puzzle in the game and it is a tad difficult. (Then again, I feel I’m just bad at puzzles in general.) However, if the player has trouble, the dev has provided a cheat sheet for it. • Crops, animal products, and foraged items have 3 tiers: standard, silver, and gold. • Combat involves utilizing a sword or gun. There is also voodoo magic. There are difficulty settings. The easiest setting should be okay for more casual gamers. However, if someone still has trouble, there are skill points to improve HP and weapon damage. • If the player is defeated during combat, Joe is teleported to the doctor’s clinic and charged a fee. It does [i]not[/i] preemptively end the day. • No character customization. Joe is gender-neutral. • Joe’s home can be customized and upgraded. • No romance whatsoever. [u]Praises[/u] • Hovering the cursor over things gives details. For example, if you do this over crops, it’ll tell you: which crop it is, how much longer it has to grow, whether it’s healthy, and whether it’s watered. Very helpful if you’re not sure about something. • Lots of self-aware, outlandish humor. • Subtle criticisms of capitalism and tourism. • There’s a black witch who uses voodoo. (There need to be more black witches in media.) • More than half of the NPCs are dark-skinned, which makes sense because it’s a tropical island setting. • The mystery of the game is entertaining, involving ridiculous, over-the-top fetch questing. [u]Complaints[/u] • No Steam overlay. • While using ALT + TAB, the game still runs as though you’re still on it. So, for someone like me, who frequently takes notes while playing a game, this is a bit annoying. I’ll be typity-typing on my little word processor over here, and meanwhile, back in the game, I’ll be pressing hotkeys and f*cking sh*t up. • Controls could be improved a bit. This is a minor complaint though. Some stuff is better with a controller and some is better with mouse/keyboard. • Fishing is quite difficult. It seems a bit unnecessarily frustrating. You can use skill points to make it easier, but by this method, one would have to wait until toward the end of the game to even start fishing, which is what I had to do. • Getting skill points for voodoo seems imbalanced compared to the other skills that can be leveled up. It would take ages to get the achievements related voodoo. It’s a short, flawed game, [i]but[/i] it’s only $7 typically and often goes on sale, so I can’t complain too much. It is amusing and interesting to get through the main story quest, so I found it to be worth it. There is a heavy implication that there could be a sequel to this game and I’d play it. I just hope the dev learns from their experiences with this game.
👍 : 25 | 😃 : 0
Positive
Playtime: 1264 minutes
I wasn't sure what to expect when I bought this game for $.74. I felt a little silly buying it because I thought it might end up in the backlog pile, forever doomed to the gloomy, cobwebby confines of my Steam library. I'm surprised and pleased to say that after a couple of hours, I became invested -- it has a "one more day" quality for me. What makes it so addictive? It's like a snappier, simpler Stardew Valley, with farming, fishing, animal tending, mining, fighting, and crafting. It lacks a lot of the depth of SV -- no friendships or festivals or character schedules or anything like that -- but it does enough of its own thing to be worth a try. I love SV and have put many hours into it, but in some ways, I prefer the simplicity of this game -- it keeps the game flowing nicely to not have to keep up with a billion different items/characters/schedules/etc. Plus, it doesn't take a long time to earn upgrades. This game also has some humorous Monkey Island point and click puzzle-y bits, and you can learn VOODOO(!!!) and upgrade your spells. Who doesn't like slinging fireballs? Recommended if you like the idea of SV, but bounced off of it because of too much stuff to keep track of/glacial pacing.
👍 : 6 | 😃 : 0
Positive
Playtime: 1290 minutes
Peachleaf Pirates is a combination of three core mechanics: farming simulator, roguelike action and RPG (a few quests without ethical choices, lack of minimum variability; childish script - characters, dialogues, main story plot; even more childish humor). The game is made in minimalistic pixel art style. It looks simple, at times even primitive, but it is able to create at least a shade of a thick tropical island atmosphere. Appearance is the least problem of the game. The game is obviously very amateur. Each aspect of game design betrays this regrettable fact. Before the end credits has appeared on the screen, i had thought that the game was made by a single person, but not - by a small team of evidently newcomers to game design, art, programming, etc. There are a lot of flaws in this project. It consists almost entirely of them. But for first experience in game development it is not that bad. I hope, Dog Kiss Studio's new game will have lack of majority number of problems that Peachleaf Pirates has. Peachleaf Pirates is actually a Stardew Valley clone (it is obvious after just comparing the game world's maps). I learn Unity myself now, so i can see courses, that formed the basis of this game. Farming simulator, time system, inventory system, NPC pathfinding and path schedules, etc, i suppose, was created by [url=https://www.udemy.com/course/unity-2d-game-developer-course-farming-rpg] this course[/url] (exactly about creating Stardew Valley clone). Roguelike battles by [url=https://www.udemy.com/course/unityroguelike] this[/url] or/and [url=https://www.udemy.com/course/learn-to-create-a-2d-action-roguelike-game-in-unity-2020] this[/url] courses. Using materials (programming patterns, game mechanics) from different courses is not bad at all. But it becomes a problem, when developers thoughtlessly mix everything they see, like and think they are able to properly turn into life. All the gameplay mechanics are very monotonous and repetitive. And, saying VERY, i really mean VERY. Also they don't complement each other. You can use them only separately, on different, specifically dedicated locations. Developers don't have knowing of limits at all. There are 100 (!) maze levels under the Temple to mine stones and various types of ore for crafting. To get through these levels, you need to fight monsters. The deeper level, the more number of monsters, the more species of monsters show up, the more precious ores appear (silver and gold start arising from 30-40 level). The monsters are designed well: they fight differently, look unique, unusually and nicely animated. AI is also normal, at least, for this game. But there are still 100 (!) identical levels of boring, exhausting gameplay. You do it, hoping for a good reward (a lot of gold, multiple research points for new stuff to craft, unique blueprints, materials, etc), but you get only Steam achievement and senseless, short cutscene. Great approach to game design, guys, really great. These monsters from underground mazes don't attack your farm, local towns, etc. Not a single time! They're locked in their habitat forever. You can battle them only in three identical jungle locations before the Temple and in the Temple itself. The combat system rests on three pillars. Melee weapons: swords and sabers, firearms: pistols, as well as voodoo magic: the forces of wind, earth and fire. This whole gameplay mechanic, as you already know, is used to fight monsters in one dedicated location. Besides, there is no balance between different types of weapons. You can progress through the Temple without any difficulties, using only melee weapons. Just save money (9000-10000 gold coins) and buy the most expensive one. Firearms are useless, because they require a lot of time to reload and deal small damage. The action takes place in the 17-18 centuries. Firearms need to reload after each shot. Of course, there are a lot of abilities in each weapon category to learn, which enhance the weapon behavior. But this is still more convenient to use melee weapons, which has no limitations, when monsters approach you from all the sides, than firearms: you made one shot, congratulations, you didn't even kill a single monster, now - elude enemies, waiting for the gun to reload, then repeat, again and again. Voodoo forces are more useful than firearms and can become a great addition to melee weapons (for example, fireballs reload much faster than guns, as well as deal more damage; you also don't need to switch from a melee weapons to voodoo forces in the inventory, as to firearms, because voodoo forces are accessible from the skill window, which are invoked with the number keys on the keyboard). Craft is used for farm development. In addition to stones and ores, there are other primary materials: foliage, wood, etc. You have to gather them by your instuments, which use your energy. There are also secondary, composite materials, which you can create from primary, using stove, cauldron, etc, which you also need to craft first. There are a lot of craftable items: both gameplay important and decorative. Unlocking each craftable item brings some fun. But process of progressing, as i have already written, is extremely tedious. There are plants and animals. Plants can get sick, it happens regularly. You can cure them by buying some medicine from local town's doctor. But the much easier option is to destroy them by a pickaxe. You have to water plants every day for them to grow. There are several types of plants. Each plant type has three quality levels. The higher level, the more money you get for selling it. You have to drink and feed animals. Animal type number is much less than plant type's. Animals benefit a lot less money than plants. Economically, they're useless. There is no balance again. The game has very awkward controls. Press «E» to talk to NPCs, to open doors, to use items like chests, stoves, cauldrons, etc, to read blueprints, to consume food, to water plants, to cut foliage, to cut down trees, to break stones. There was a lot of situations, when i was watering a chest a few times before actually accessing it, when i wanted to put items into stove to craft a new one, but was hitting it by a pickaxe.
👍 : 19 | 😃 : 1
Negative
Playtime: 847 minutes
Firstly I'd like to say a heart felt thankyou because it is very rare to see a developer take the time to answer every single one of their players questions or bug fixes/problems. the fact you reply back in depth to their problem or question shows that you truly care about your game and the people who play it. fantastic work to you and you team. I play a lot of these types of game as well as others and so far thoroughly enjoy the game play, quirky characters and i will quote another players comment 'dad jokes'. Cannot wait for new updates and keep up the good work :-)
👍 : 8 | 😃 : 0
Positive
Playtime: 2593 minutes
A fun, albeit small, farm-sim/adventure game, with some devilishly tricky puzzles and a lot of subtle (and not so subtle) humour. I needed to remap some of the controls to have a better game experience (the e key is overused imo, and the defaults are not all obvious), but otherwise it was a enjoyable ~40 hours of playtime.
👍 : 7 | 😃 : 0
Positive
Playtime: 38 minutes
Peachleaf Pirates is an enchanting game that takes you on a thrilling adventure on the high seas, offering a charming story, engaging game-play, and vibrant visuals. With a memorable soundtrack, customisation options, and cooperative multiplayer, it immerses you in a pirate's life. While it has a learning curve and limited content, the game's unique charm and immersive experience make it a delightful choice for fans of pirate-themed adventures. This game is easily worth more at its current state and price point, therefore I recommend this to anyone who enjoys the LucasArts/point and click/pixel art genres. [b]Pros:[/b] [list] [*][b]Charming Storytelling:[/b] Peachleaf Pirates weaves a captivating narrative with endearing characters and surprising twists. [*][b]Engaging Game-play:[/b] The game offers a unique blend of strategy, exploration, and ship-to-ship combat, keeping you hooked throughout your seafaring journey. [*][b]Customisation and Progression:[/b] Upgrade your ship, recruit a diverse crew, and acquire powerful abilities, allowing for personalization and growth. [/list] [b]Cons:[/b] [list] [*][b]Learning Curve:[/b] The game may have a slight learning curve as you navigate the intricacies of ship management and combat strategies. [*][b]Limited Content:[/b] Some players may find the overall content and variety of game-play elements to be somewhat limited. [/list] [i]Recommended. 7/10[/i]
👍 : 22 | 😃 : 0
Positive
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