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futurecontingents

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A member registered 34 days ago · View creator page →

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Thanks for the feedback!

The option to change the volley timer up to 10 seconds is actually already in Configure Ship (which is honestly a terrible design decision on my part 😅), and 10 sec is still too long.

As for the spread, having two cannons on the same side already increases your hit chance quite a bit, and as the game progresses you can build ships with a looooot of cannons on a single side, which creates a pretty wide barrage. But I’ll definitely keep your suggestion in mind and experiment with it!

Thanks for the feedback! Could you tell me which controls were confusing? I’d really appreciate it, since I’m thinking about improving the tutorial and making the controls easier to understand.

Thanks! That was actually a deliberate design choice. I wanted players to have complete freedom to build their ships however they like. If someone wants to stack three front cannons and chase everyone, that’s perfectly valid. If they prefer a more tactical playstyle, they can put cannons on the sides or the rear instead.

I also gave many AI ships rear cannons and some manoeuvring behaviour to discourage pure chasing. I didn’t have enough time during the jam to make the AI as advanced as I’d have liked, but that’s definitely something I’d improve in a future version.

Thanks a lot for the feedback!

I should definitely add a mode with larger ships or bigger cannonballs to make aiming more forgiving.

Thanks for the feedback! I really appreciate it. I think I’ll add a mode with larger ships so they’re easier to hit, and maybe make the speed easier to control. 

Interestingly, after a couple of hours of playtesting, I got to the point where I could hit pretty much anything from almost any angle :) 

Cool puzzle idea, with interesting visuals and a really nice ticking sound!

Thanks for the feedback! You can already lower it to 10 seconds in Configure Ship, but I hid that option way too deeply, and even 10 seconds still feels a bit too long, so not letting players easily choose something like 4–13 seconds was a pretty big design mistake on my part.