You start off knowing nothing useful.
When you get insulted, you learn that insult. Then when you use that insult you may learn the comeback. Then when you get insulted again, you can use the correct comeback.
Yes I thought I fixed that bug, but maybe you found it in a different place/time.
The sprite orientation is a bit of an issue, the sprite grew a little over time, and we didn't really adjust the feel/movement to that.
Yeah! OFD did a great job on the art. What do you mean by "not pure gameboy"? This literally runs on gameboy. It is actually a GameBoy Color game, but only using the 4 colors (even though it could use a lot more) but it lets us have the blue. :P
Thanks for playing!
Yeah. Locking the final insult until you had it's comeback was a bit of a workaround because it's the only insult the captain doesn't know the reply to, so without it you could never win. Knowing that you learn insults when you hear them, and that you can't use it on the captain right away, my logic in that choice is that one would try the other pirates. Not my ideal, but it's the best balance in the time we had left! Thanks for playing!
Absolutely, I loved We Will Reclaim. But I also have wanted to make a similar game for a long time, and when I saw that game last year it was very much an inspiring "Oh that's what it'd look like" moment! :)
I definitely didn't execute the concept as well as that. I even downscoped my own idea a lot. I wanted something A: a little more Warioware-esque where it both shows you one thing and tells you one thing and you have to reconcile that quickly, and B: something more to do with troop movements and tactics (while still being a fast paced minigame). Neither of those goals made it in.
And yeah the overworld map is probably slightly too large-scale. I think even shrinking the points-of-interest down to 2 tiles rather than 3, and bringing them all closer together would allow for 4-direction movement.
It didn't fullscreen correctly for me, but I don't see other's mentioning that so maybe it's me.
It's a cool game. I also didn't realise I could loot, though I clearly saw the highlight, maybe an in-game prompt would solve that, Textures are nice and clean, so it didn't look too noisy as can happen with 3D here.
Thank you! I didn't want it to be difficult, but I certainly wanted more minigames. I went with the music because; a) didn't want to spend too long sourcing music (or want to drag a musician in), b) it contrasted well with the minigame music. I liked the sudden change. Yeah I think the Arrow Drop minigame, because it was the first, still had the quick and dirty controls implemented in it, rather than the proper actions, my bad as I was mainly using WASD myself. I didn't even spot the city name bug either, haha. Thanks for playing.
I've not had to consider that before. I would say it's probably not a good idea though. Most played games will be Web ones, and I'm not sure itch will allow you, at least not nicely, to handle multiple windows through the browser.
And UX on desktop would not be great.
If your goal is to get around the resolution limit by using the multiple windows, then people rating wouldn't look on that too well.
A way I could see something like this working though, would be like tooling, where each window is a separate thing. Such as a pop-out level editor, or maybe a code/sprite editor for a fantasy console, etc.
Just be aware of poor ratings if people don't agree with such an interpretation.
Yeah. I'll maybe add a note to clarify, but IMO it falls under this note about assets:
"While it's encouraged to create original assets for your game, you're welcome to use any assets you have the legal right to use, furthermore; it's always good to credit sources even if you don't have to!"
As with Mature content, Itch requires that you label and disclose this stuff. So as long as you do all that it's fine. People will still have their own opinions on AI use, so I'd recommend be honest and upfront about how it was used so people don't just assume "AI slop! -100 points", etc. :)
Very tricky but kinda funny the first playthrough when you don't know what the hell is going on. The second play through (had to actually page refresh because it'd otherwise end the game after first minigame every time) was a lot more interesting because I knew some of the games and could make progress. It's also quite tricky because of the slow pace inbetween the games and then the hectics "aaaah what to do in this 4 seconds!?1". Everything really cool, very well polished!
I was skeptical of the style from the screenshots/gif. But on actually playing it it has a really good creepy vibe and the style ends up just fitting perfectly. I was a fan of the movement, but at times some things felt a little distant like furniture, the columns, etc because of the grid. Only confusing thing was maybe the combat, there's no indication on your health etc, so making flight or fight decisions is not really clear? But yeah, really cool game!
The white points are bases that give you resources. Resources are however capped. So that income allows you to do more for a tick, and maybe a few ticks after. If you're fighting on multiple fronts that can certainly allow another empire to get back in the game (if they're not also fighting on multiple fronts) as your resource spending will be split. It shouldn't be possible to have all the bases and then lose to an empire with none though, as eventually the front will be wide enough that your greater income pushes back.