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(+1)

The game has a nice aesthetic and I love the customization options

To be quite honest I had a bit of a difficult time getting my bearings in this game. I never figured out what controls the speed of the ship but sometimes m ship would zoom for a quick second but most other times it would kind of slowly crawl around.

-My cannon shots' range seemed a bit inconsistent sometimes it would go "the full distance" sometimes it go only about half that.

-Some indicators on how much life a ship has would be nice, I had no way of telling which ship was about to die other than keeping track of the one I was gunning down.

Though I do not know much about sailing or boat games perhaps I'm just bad.

(1 edit)

im planning on adding a UI element to show how raised or lowered the sails are, right now if you tap W lowers the sails (makes you go faster) and tapping S raises them (makes you go slower).  so if you were holding W the whole time im sorry because that currently means you were moving in basically first gear.

the cannons landing short means they were intersected by a tall wave, if they go super far that means you fired from the top wave. right now wave height seems pretty hard for people to gauge, but I also have them set pretty extreme for this demo for testing purposes. I'm also planning on having the cannons tilt a little to counter the boat being tilted by waves to improve shot predicitability.

as for ship health, im planning on having a way to judge ships based on using the spyglass, but right now its not implemented. Also the volume of enemies in the demo is probably higher than what i expect the typical engagement to be in the final game so that should also help the player keep track.

thanks for playing!