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I had a good time with this. Smart decision to have very simple art and spend the time on physics and gameplay mechanics.  The sound adds a ton to the atmosphere. 

I wasn't able to reach the final island... my bote just kept tipping over. Even when I moved all the way to the opposite side, at slow speed... it still tipped! That felt unfair. 

I feel like there are 3 main ideas explored with this: navigating, balancing and steering. Navigating and balancing are ramped up as you advance through the islands.  Steering remains pretty constant (except for dodging the pre-pyramid obstacles).

I didn't care much for the balancing mechanic. I really liked seeing my bote react to my weight as I moved around ... but I didn't like getting tipped over. It felt too opaque as a challenge.

Personally I loved the  navigating and steering. There's a real sense of magic when having a new destination and working out how to navigate there. If you kept ramping that up I would have loved to keep playing. Even with very basic art I could feel that sense of exploration evoking something in me. The steering was fun too, I would have enjoyed some dangerous obstacles along the way. 

Thanks for the feedback!

I agree 100%, the balancing part should be reworked, and the navigation/control part expanded on.

First thing I'm changing if the balancing, it being annoying and feeling unfair is a common complaint.  I plan to make the boat even more wobbly (so your weight will be more apparent), but lowering its centre of gravity so that it is much harder to tip over.

Steering can easily be made more interesting (more obstacles, canals, whirlpools/currents  etc).  I'm considering adding damage to the game, to make the obstacles more dangerous.  Then "repair ship" could be another task for your sailor dude to do on the bote.

The navigation part is my personal favourite, I'm glad I pushed to get that done.  Would like to expand on that as well, at least adding more interesting/difficult levels to it.

Thanks again!