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Looks very promising, I can see how upgrading/equipping the ship can be very satisfying. Some feedback:


- The starting state of the ship is quite sorry. Very slow, bad at manouvering and shoots weakly and slowly. I get that I'm supposed to upgrade this but as it is now the starting state is just not that fun. At least let me start closer to the island so I can upgrade

- Sound and music would add a lot to the experience

- It would be nice to have some visual way to see the cannon cooldown for each side, so you know when you're ready to shoot without having to try it and fail or waste a shot

- Some tutorial or help on how to navigate and shoot would make it easier to get into the game

- The upgrades should have some explanation so you know what they do and how much they cost

- The icons could be alot more clear. Planks is an unconventional icon for healing (or is it repair? That's a bit inconsistent) and the pirate ships on the top is the health bar - but why is it made up of ships? It looks more like lives than health. And why is there a gold coin?

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I'm glad you think it looks promising, and I thank you very much for the feedback!

- The starting state has been remedied with a boost in movement speed, and a starting island for your own choice of upgrades. 

- Audio will be implemented eventually, but it might take a little while. 

- A cannon cooldown indicator is also planned, and hopefully it won't be long until it's available. 

- A tutorial in general is of low priority, as this game isn't meant to reach a large audience; almost everybody that's played it has had immediate access to a developer. But an image based guide is now planned. 

- Upgrade explanations will be implemented somehow, and would potentially be a part of the previously mentioned guide. But a price display is now available. 

- The gold coin was just there for visual flare (Oskar insisted). The health bar is meant to display people, your crew, not ships. But I do agree that the HUD icons might be a little confusing and could use a redesign. For now I've simply tried to amend the plank inconsistency, by removing any mentions of healing; as you stated, the planks are meant to represent reparation. 

TL;DR: Thank you for your feedback!
The starting state has been improved.
Audio, and a cooldown indicator are both planned.
A guide -- to help new players -- will eventually be added.
Upgrades will be explained somehow, and a price display is now available.
Some icons might be confusing, and will hopefully be redesigned. 

I tried it again now - wow that's quite an upgrade and impressive how fast you made it. Much better. Looking forward to seeing where this is going :)

Some additional feedback after playing for a while. The update you made made it much easier to understand the game and with some battle practice I managed to get much further. My experience can be divided into 3 parts:

Beginning - this is not very fun. The ship is too slow and hard to turn and battles are very long and hard to win. You get game over a lot until you've learned the trick. Delivery quests are a pain because they take ages. 

Middle - after upgrading steering, speed, and cannon cooldown a bit the battles become quite fun. Not too easy, not too hard and it's not frustrating to maneuver the ship. Delivery quests are interesting because they make you explore a bit.

End - you quite quickly max out the upgrades and battles become too easy. Finding enemy ships becomes the new problem and this is not fun as it's just trudging on an on over an endless sea. You've seen the same island many times over and delivery quests are not interesting anymore.

If you find a way to make starting out more engaging, and add more variety and balanced difficulty for the endgame, this could be great!

Thank you again for sharing your thoughts, reading them makes me happy!

I agree that the late-game can become quite repetitive, but we already have some ideas planned for expanding it -- though they might take a little longer to make.
As for the early-game, I don't want the player to be too strong in the beginning, as it would limit the potential for upgrades, hence the weak state the player starts in. But I'll see what I can figure out to make early-game more enjoyable, I might have a couple ideas. 

TL;DR: Thank you once again!
Late-game will definitely get content expansions. 
Early-game is more difficult to manage, but I'll see what I can figure out. 
An overall increase in variety is also planned, such as different islands.