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(+1)

I have a lot to say about this, the whole game is phenomenal, so bear with me here. (feel free to skim over this unformatted mess of rambling.)

Starting with some negatives (Don't focus on these they're tiny, tiny needles in a really good haystack!):

I found that the dialogue was too slow (which may have been frame dependant, my machine was a little stutter-y even in performance mode so I can totally see this being my issue, really sorry if it is just a me problem) which leads me to say that I didn't like how the dialogue completely skipped the rest of the line when clicking to forward the text which annoyed me a little when paired with the text speed. The next thing is definitely a me problem, I really dislike seeing default engine fonts in games because it takes away some immersion, I noticed the default label font on the cards in the shop and the score/round 7 segment display labels. I also felt a bit nauseous in the shop when I would repeatedly inspect and compare dice (I also found that sometimes the cards would make the camera do a full 360, which might be linked to the randomised rotation(?) in the nodes for the nice visual slight scatter effect, I think it's just an annoying node/animation rotation thing, I've had it before and I don't know how to fix it tbh :/)

I apologize for saying the above because none of those things fully impacted my enjoyment, I really love this entry. So onto everything I thought was really good!

The first thing I noticed was the detail in the title where it had a sort of wooden plank background which hammered in the idea of SHIPS and the game table, which I thought was a neat detail. Then I want to mention that the subtle wave/wiggle in the dialogue was really cool and made it feel like the words were rocking with the ship. I found that the shadow person has a really. really. great shader with that mystery smoke and outline sort of effect  around them, I also really liked the personality in literally everything, such as  the dialogue with "Man, It's real hard to take you seriously when you're playing it up with words like 'henceforth'" and also on the reversal card "You have Scrambled Ships, it came free with your Game Box." referencing the Uno 360 incident (and more cards) There's also the voice acting on the round display with it's subtle radio-ish sound to it, which was really cool. There's also the visuals, the whole thing feels ethereal, like the end of run screen being a little ominous and really cool, or like how you can see the huge dice from the menu actually floating by the ship during gameplay which sold their scale really well, the windows had a really nice mix of reflected color on their edges too which looked amazing to me. The ability to mess around with the coins and actually visually see them (as opposed to a counter) was really thoughtful to have and added a bit of depth to the game imo. You also put a TON of effort into all of the art and models and general textures, I can't respect them enough. They all feel precise, intentional and clear, especially with the cards hand-drawn aesthetic similar to a real homemade not-sold-in-stores sort of board game. Another thing is the noise(?) scrolling across the back of the dice information text which really felt like almost cartoonish waves, adding to the whole style really well. I think the audio design in this is really good in general, like the text-forwarding SFX felt like something out of a silent hill menu, giving a bit of unease with the calm but uncertain music in the background, there's also the SFX that plays in the menu that sounds like the scratching of a pencil on paper which created a feeling of charting something at sea or using a map. I thought the mechanic of only being able to choose what you get for the points once per round (like not being able to note down "four-of-a-kind" twice) really interesting when compared to something like balatro where you milk specific combos, I like how this game completely turns that whole idea on it's head and forces slower methodical approaches with genuine thinking, and it even brings in the feel of actually sitting down with a pen and paper as you can't re-use the same score sheet over and over in real life.

This is so unbelievably good, every little thing comes together so damn well. This is a whole team's level of dedication, just by you (I assume, by the lack of other developer's names in the submission) 

TLDR: It's really good, Brilliant Work! 

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It's pretty much just me and the composer, Rus, with the score sheet icons made by my partner and the box art for the shop box made by my brother, no one else made anything specifically for this game

I did consider the dialogue skipping thing during development, but I didn't know exactly how to implement it at the time, so I didn't, unfortunately. It's definitely one of the changes I want to make first, as multiple people have mentioned it

For the default engine font thing, it was mostly done because I felt the more hand-drawn fonts I use everywhere else were really hard to read at the scale the cards were at (and tbh i just liked it on the score counter, it feels like the type of font that would get used in a little electronic device that comes with a board game), but tbh I probably should've just found a more easily readable font for those

With the camera rotation, the couple of spins in the game were intentional, I just thought they looked cool, but I totally get that they can be disorienting or cause motion sickness. I personally don't really get motion sick, and none of the playtesters did, so I didn't end up changing it. Will absolutely consider toning down the rotation as well as adding a low camera movement option in the future!!

I'm glad you enjoyed it!! Thank you so much for the feedback!! 

(+1)

My bad for not picking up on these! I should've considered the dev (your) perspective too! ('-_-) 

I totally understand about the implementation thing, (I also didn't realise others mentioned it,  I try to avoid repeating other comments. My bad for not double checking first!) And I understand about the readability stuff (the font does actually work well for the way you intended in my opinion, especially for the counter, and besides, no real player would ever actually care about "default font" nonsense.), And my bad on the rotation, I thought for some reason that the card full-spins were too fast to be intentional, completely my fault for not thinking about the intent behind that. Plus, don't get me wrong the rotation does look very good! The motion sickness thing was mostly just a problem in double checking items too many times, so I fully understand why it wasn't caught in playtesting and stuff. Altering it is fully up to you anyway!

Have a really good day! (And good job to Rus and the others they did really good work too!)

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Thank you!