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Genuinely loved this game! Played till the very end to see what would happen. I loved how the boat controlled and responded so quickly to the mouse movements. It forced me to steer back and forth trying to get my boat to go in a straight line while the waves smashed me against the rocks. Cutscene at the start: Great world building. Cutscene in the middle: fantastic to highlight the change of pace that was about to happen. Loved the black and white aesthetic. My favorite part of the game was the waves that physically affected the height of the boat and seemed move the boat about in other directions too.

In general, I loved the game. However, I had a couple of issues. At the bottom of the first loop, the isometric view just made it so that I could not tell where the boat was in relation to the rocks. Whenever I went behind one of the rocks, I ended up spinning in circles, loosing a couple of souls each time. This was the same at the end with the white pillar of light. This could have a possible remedy if you stuck an arrow in one of the corners of the screen which showed the direction the boat was facing. That, or make a shader for the boat which allows the player to see an outline of the boat through the rocks. There also seemed to be a bit of a problem with how the mouse functioned because at some points, it felt like it was getting caught on something and the steering didn't turn as I was moving my mouse. This may have to do with how you captured the mouse input. Honestly, it felt like you made the mouse invisible and let it hit the corners of the screen to provide the natural minimum and maximum rotation for the steering wheel (I don't know boat terms lol).

All in all, loved the game. I think I might save this one and come back to play it again later!

Hey Daragard

Really glad you enjoyed the game! Thankyou so much for the thoughtful feedback. 

There's some great solutions in your feedback and I agree this is an issue that needs to be worked on... The suggestion of arrows - perhaps via a compass like UI? Could be a helpful indicator... Also the shader graph idea - maybe a subtle indicator could work well...

Thinking of this I'm also thinking the maze / general level design needs to be worked on... some gaps in the rocks on those problem areas would mean as the waves go up and down you would be able to see the orientation of your boat.

Additionally yes - I think I know what you are talking about with the mouse input. I'm not certain of the issue at present but I have noticed that 'clicking' on the screen can help to reset the calculations of the 'virtual cursor'. Also coming out of full screen mode can cause the calcuations to go awry.  I intended for the cursor to be 'locked' in the center of the visual space and for it's position to be 'virtual' so that these kind of issues wouldn't happen but I will take a closer look at the script and see if I can ensure for a more consistent sailing experience!

Hope you came back for further sailing and saved more souls!

Cheers,

Tom