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Parchment and Sails (Jam Edition)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #151 | 3.917 | 3.917 |
Graphics | #217 | 2.417 | 2.417 |
Overall | #220 | 2.396 | 2.396 |
Gameplay | #222 | 2.083 | 2.083 |
Audio | #266 | 1.167 | 1.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This desperately needs some sound, even if it were just a few bleeps and bloops when you click on different buttons. I wasn't particularly grabbed by the gameplay, from the other comments it seems like there's some depth to what's going on, but I didn't really understand what the different contracts represented and didn't feel like I was making any real decisions.
This desperately needs some sound, even if it were just a few bleeps and bloops when you click on different buttons. I wasn't particularly grabbed by the gameplay, from the other comments it seems like there's some depth to what's going on, but I didn't really understand what the different contracts represented and didn't feel like I was making any real decisions.
I like this kind of game. It's a very slow start, but once you get going it's really quick to pick up new ships and more contracts. It does seem kind of arbitrary having the goal at 50 ships, as it's pretty easy to get your favour over 10 (up to 15 cap?), and there's not really anything to do with most of your ships at that point.
Thanks for checking it out! As far as the arbitrary goal, yeah the plan was to have some much larger contracts that required 10 or more ships but I misread the due time (whoops :D)
Also yeah 15 is the cap on favor which was also going to be boosted to 25 when the above happened. Post Jam will have all that (plus sound and some other fun things)
Cool
Thanks!
Poor Jeff, why is Jeff hated so much? I want to know more about Jeff's backstory. There's some juicy details there that got glossed over. I enjoyed reading about all the different mission types and just tried to understand by playing it, but I couldn't figure out why my favor wouldn't increase. In any case, I still got a decent amount of ships after a couple playthroughs. Not bad at all. Great work!
Jeff’s life is tragic overall, but he once accidentally fell asleep at the guards tower and accidentally kicked over a lantern which signaled an enemy attack. The entire town spent a day preparing for a war that wasn’t there.
As for contracts, the general rule of thumb is that missions/contracts that cost money, give favor, and vice versa. So it’s a balancing act of getting what you need and when you need it and figuring out what is a good deal.
Thanks for playing!
At the moment the gameplay loop feels quite dull. And the text over the parchment is a bit hard to read.
I do like the idea of the gameplay though. I would love to play a game like this with a bit more depth.
Yeah, for some reason I thought I had this morning to work on it too and I was meaning to adjust that a bit for readability.
We do plan to do a post-jam update to spice it up a bit more. Depth and Juice would probably enhance it a bit.
I really like the aesthetic in this. I had a bit of trouble understanding what was happening, and accidentally failed a bunch of times; it would really help if you could see your current stats (particularly favor) at the same time as the contract screen. Also sometimes there is downtime between contracts where it's unclear what's happening or how long you need to wait. I got up to 9 ships but it seemed like quite a grind to get to 100. A nice concept though, and I like the contract descriptions. Nice work!
I agree, I actually wanted to try and sneak a final patch that added your current stuff to that page because I and the person who did the art zeroed out out favor plenty of times during testing.
Also I forgot to update the page but 50 is now the fleet goal. There are a few contracts that have large payouts.
Thank you so much for giving it a try and thanks a bunch for your feedback!