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Hoist the Sails's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #4 | 3.857 | 3.857 |
Theme | #5 | 4.429 | 4.429 |
Visuals | #6 | 2.857 | 2.857 |
Fun | #7 | 2.143 | 2.143 |
Audio | #8 | 1.143 | 1.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Fediverse Post
https://layer8.space/@RyunoKi/114258148471254167
How does your game fit the theme?
Sailing with a ship on the sea.
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Comments
I like how old school this game looks. I didn't quite figure it out though. Still, really great work!
Hey! It looks like a cool idea but even after reading your comments on how to play, I still don't understand how to do it and it was a bit frustrating 😬
Thank you for giving it a try nonetheless.
Frustrations like these should have been catched in game testing (which fell short due to procrastination + low mental energy in March).
I’ve got some ideas here on how to add Quality-of-Life improvements after the voting session.
I'll be happy to play again if you make those changes!
I don't really get what I am doing, sorry. I see a treasure (yarr!) but the arrows don't seem to do anything. The ship is only pushed by the wind, and every time I hoist the sails, it jumps.
A jumping ship shouldn’t happen. Hm. Except directly after clicking (because the script has to evaluate to compute the new position).
I was experimenting with a new way to store state in this entry because the last game jams I participated in made me realise that HTML-based games are restricted by the iframe they’re loaded in. Here I put the state basically in the URL (which isn’t exposed in the browser but can be modified in the DevTools). Like, you know, push the boundaries.
I even wrote itch Support in the beginning of March to be more detailed in their documentation but never got a reply.
Have you seen the comments on the game page?
Great idea and a fun game. It's just sometimes a bit frustrating, that the treasure jumps away, as soon as I hit the "Hoist the Sails!" button. It's generally a goot idea to not let that treasure stay at the same location all the time, but an interval, that is independent from the button click, would be better.
That sounds like a good idea. Will update after the voting period ended.
That's a good start for a turn-based sailing game, although it's a bit confusing to control at the moment. I understood general direction but not to the point of know where exactly I'll end up. It would be helpful to explain how to move in a graphical way (I'm thinking of the classic "how does this chess piece move" diagram type) or at least a ghost image of my next position when I select a direction.
Another nitpick is that night time makes wind direction very low contrast. Otherwise it's pretty good for a small prototype, especially in two days.
(also I had to rate audio even though there's no sound because itch wouldn't let me save without it)
Yeah, I understand that the limitations Itch puts on you. Been there before.
The ghost image is an interesting idea. I will need to look into how to combine it with the PRNG I’m using. It should be doable with a little refactoring *methinks
I even documented the contrast ratios but haven’t looked at them during the design ._.