Sure! The main issue we encountered was when a non-host player tried to repair a part of the ship. Most objects could be fixed without any issues most of the time. However, repairing the deck is a two-part process: first, you place a plank, and then you use the hammer. If a non-host player places the plank, it disappears instantly and the plank is lost from their hand.
Sleeping Colossus
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Thank you so much for featuring our game!
It was great to see what you found fun, intuitive and challenging. It was also valuable for us to see what you found confusing or unclear.
The cannon and sprinting features are two common examples we saw play testers and other jam participants have trouble with.
For example, the cannon works like any other hazard. It is interactive only when it has a call out bubble above or in the sidebar. But I guess players got excited by the idea of firing a cannon so tried to use it even when it is idle.
If we had time to spare during the jam we would have definitely improved the user experience and removed such ambiguities.
Thanks! Your game is pretty cool, too. We liked the sci-fi survival theme.
However, we experienced a few synchronization bugs while playing. We had similar issues with our game during development. We managed to fix them using the messaging system. You can check it out on the official tutorial video: https://youtu.be/6Y5ARM689c4?t=368
Thanks for the feedback! We wanted to make sure we have a good interactive onboarding process so players feel ready before jumping into the lobby. Glad you liked it.
We like your game concept, too. Before we settled on a pirate theme, we also considered doing a plumbing/home improvement themed game.
You nailed it. The art was indeed inspired by Behemoth and some more contemporary games with a similar style like Brotato & Space Gladiators.
The music was added 4 hours before the submission was due, so we’re glad we actually pulled something through.
We noticed some other players experience a bit of confusion around the cannon. It is similar to the other hazards. You can only interact with it once it’s called out in the sidebar. We should have done a better job of communicating this to the player.
Thank you for the feedback and kind comments!
Hi.
Glad you liked it. Unfortunately we also experienced the same out-of-bounds bug every now and then during play testing. We’ve made a few attempts to fix it, however since it’s so rare we weren’t sure if it was actually fixed (clearly not) or just not reproducing.
Hopefully the physics engine in the upcoming builds of Godot will be less buggy.