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relet

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A member registered Aug 27, 2024 · View creator page →

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Same here. :|

You can find the latest version on github.

I think it would. It could also help with more ambient light, softer shadows or softer diffraction on the sail, not sure what is possible. Or maybe just change the perspective a little, peek out below the sail maybe.

The screenshot above shows what I had in mind: Since you need to have the sail down, there always is this high-contrast flickering shape taking most of the room on your screen. 

But it's just a small thing really. 

5 stars for the audio. The whole table was singing.

We printed the ruleset, and realized a little late that you should have printed one set of cards per player. So we had to craft a few extra pirates, and share the rest of the cards between us. It's a great idea, fast-paced and chaotic. We didn't have the chance to try which number of player and cards works best, but that's something a bit of playtesting certainly would iron out. 

I like that it is not clear from the progress of the game, who is winning in the end: Suddenly you are left with five cards in your hand, or the other player has the better choice of symbols. 

Some balancing might be needed: In our games it was slightly too easy for the shantyperson to put double symbols into the deck, so we needed many rounds (and some extra pirates) to bring the game to an end.

I also wonder if the cards could carry full verses or half verses instead of single words to make the song more coherent.   

Jakob: I know it starts hard but then suddenly you do it!

From Jakob: A really good game! bravo

Thank you! The best tip I can give is to fly slow, especially at the beginning. The more you accelerate, the faster you sink.

I can recommend to stay in the area of the takeoff until you have some altitude - we always attempt to place it on a hillside, and turn the prevailing wind to face the hill (in real life, you would select the takeoff based on the wind, but we can do the opposite) - so there is a high chance that there is some, or a lot of air rising. Then, when you have enough altitude, everything becomes less hectic.

Very atmospheric, the patterns of the waves and the wind flowing around you. I had fun exploring. Cruising against the wind can be slow, just like in real life - so maybe I only discovered half of the island. But I like that you have to cruise to make progress against the wind.

Also, at first, I didn't see that some of the dialogues had actions available if you didn't return to the main screen too soon, but I was probably impatient. The contrast of the shadows on the sail can be hard on the eyes if you are facing the sun.

I don't really get what I am doing, sorry. I see a treasure (yarr!) but the arrows don't seem to do anything. The ship is only pushed by the wind, and every time I hoist the sails, it jumps. 

Very chill floating around. I like how the world is larger than it at first seems. after the first archipelago, there is the next one, and maybe the next... There is not much to do, so exploring was the most fun. I got stuck in odd corners, fell through the water, found the strandebeest, and a blue monkey head that I wasn't able to collect. That felt special. 

Love the concept and the visuals! I played the early versions every now and then, and was really looking forward to try the full race. After having completed the tutorial, I thought it would be pretty smooth sailing, but darn, this is hard. I keep getting stuck in situations where I go straight into the nearest sun, no matter which way the sail is pointing. Or flying back past the checkpoint just in order not to crash into anything. 

I will definitely keep trying, I feel there is an a-ha moment waiting for me somewhere.  

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Got all the achievements, and the counters to overflow before I realized that this is the win condition. :D 

Very straightforward to play and nice visuals. Currently you can buy all / sell all after memorizing some price ranges. While playing, I was always expecting to meet some constraints, a turn counter, or the time to run out. Limits on stock, storage, and resources would make the management aspect more interesting, e.g. if you have to feed your crew every time you sail to a new port, or there is a risk of mishaps on the high sea. 

Thank you for the comments! Looking forward to show them to the family tomorrow morning. :) 

Yes, I realized somewhere half way that the controls were not immediately intuitive, that's when I decided we maybe need the how-to-fly screen. The kids picked them up quickly, but that's what they do. They are modeled after an actual glider, but I wanted to do without the theory handbook. The wing has two separate brakes, which allow you to brake either the left side or right side of the wing (or both). It only has one (foot-operated) accelerator which essentially tips the wing forward. 

And yes, there is a maximum altitude. It is somewhat random above 2500 - we also modeled the weather to be realistic, but still calculable. So there is a randomly set "cloud base" which is how high air is rising until it condensates. That's how high you can follow it. There is mechanical wind (somewhat obvious), which turns into lift or sink, depending on which way the terrain is sloping. And each tile gets a thermal energy - currently still mostly random. So we check if the ground is "hot" or "cold" at an offset from your position. If you are high enough, it will average across several tiles, which sometimes can give you bigger boosts - i.e. thermals.

You can reduce the loading time by changing the terrain size in the settings, but I agree it is most fun with the largest maps. We did hit a lot of resource limits, but it was also part of the fun being able to discuss these. I tried to stay within the limits of what the microstudio IDE encourages to use. While it supports the necessary external libraries, they are currently still a bit patched on, and you suddenly need to read handbooks elsewhere and map javascript data structures.