Good points there - the movement is definitely a problem, as there’s no really no reason for the slowness other than having an animation. Should probably make the movement instantaneous.
Thanks for trying it out!
Such a lovely game - finding the shield was giving me trouble, but couldn’t give up and managed to complete it :)
I think this is just such a cohesive thing, where the music, gameplay and visuals complement each other perfectly. I didn’t find the controls annoying, instead it felt like any quirks were part of the challenge of the game. The level is very well constructed, so it’s not too easy, but can be solved with a little effort.
Game music with vocals is something I don’t hear a lot, and can be distracting, but here it was just perfect. Also the vocal loops in the gameplay fit the mood so well.
Amazing job!
I liked the setting, and that the game was wholly based around cooking and gathering ingredients. Music was great!
I kept getting spammed with popups so felt like I missed seeing something.
The campfire scene was a nice idea, with (I think?) different camera angles on different days to add variance.
Interesting take on a card battler, I liked it! The art was nice, and it didn’t take too much time to figure out how to play.
What was confusing me at first, was to distinguish the player from the other cards, and that it was possible to drag equipment on top of the player card (yes, there was the tutorial which I didn’t read right away). Maybe if the player/enemy cards were further distinguished somehow..
Loved this, in part because it had so many of the ideas I wanted to get into my submission! :)
I think it’s really cool how the main scene was built, in that the home port is always the background, giving the sense of leaving and arriving. For me, it’s a neat bit of minimal design that works to create atmosphere.
The story elements were the main interest for me - how the crew’s abilities factored in the choices.
I got the sense that the main idea is to find new islands and level up the sailors. The random availability of the sailors didn’t bother me as much as some of the others. Maybe there could be something opening up the logic a little more.
I was going to move onto playing another submission, but got that urge for “just one more expedition” to uncover more story bits. :)
Nice one! I think the basic idea works well enough, and you could think of how to make the experience smoother. For instance, now the upgrade stage is a welcome respite from the action, which is nice. But could it be tied more into the setting? I was thinking of something like a genie granting you three wishes..
Oh and the acapella thing was definitely a plus!
Thanks for trying it out, and the suggestions! It’s definitely so incomplete as to be incomprehensible, but you seem to have made some sense of it anyway :D
One idea for the events was to have certain nearby dangers be revealed depending on the navigator ’s skill, so that would also factor in if you want to go towards a “question mark” or not.
Wow. I agree with what everyone else was saying, but one of the things that I want to mention is, this is exactly the kind of scope I’d like to have for a jam project, but often struggle to achieve. A simple design in itself, that’s fun to play but is still a fully realised game, with the audio, visuals, story and mood to match.
So, like Yori said - a perfect little game. Congrats!
PS. At least in the Mac build, some of the lower bubble text was obscured, and I couldn’t find a way to scroll it.
Really cool game! I like the simple movement, and some of the enemies were fun, running away from you and then turning back to attack.. Also the gender switch on every other play is a nice feature.
I was going to make something similar but couldn't finish the game. I second Jupitron's comment below, would be fun doing some fx/music for stuff like this!