(tinywind.io)
In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...
Edit: you should add a race/regatta mode!
My ideal: slower, more real time, full maps based on actual locations, replay specific naval battles. Multiplayer (maybe it is?), realistic fog of war. I could go on
Edit: a few more. Sail trim is clunky and seems unresponsive or unclear how it maps to physics. Would be better to have trim on one side and steering on the other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)
Shift fires.
I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.
Whichever you choose, please consider displaying the controls inside the game, at least during the setup screen, don't make the user search for controls in the wiki. :)
Also the hp bar below the minimap is a bit weird, would expect it the same as enemy ships above my ship, so i can see if i'm winning or losing a cannon exchange like in a rts game. Or at least someplace more convenient to quickly glance at nearer the center of the screen.
Very fun game by the way, well done! Scratches the nostalgia itch of 'Corsairs Gold' for me.
Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on
You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.
If it's only a few buttons anyway you can just show them somewhere as hints while the user isn't giving input or until they used then.
Eg just show a "m for Map\nspace to fire" until the user used each, hiding them each when the m/space is used respectively for that session (session storage so it shows up again if the user comes back later)
Space to fire makes more sense than shift to fire
Edit: Shift is a modifier key. Hold shift to go from lowercase -> capitals. In FPS games shift is walking -> running. In RTS games shift is "select one of these units -> select all of these units"
I know your game doesn't have to follow these rules, you can do whatever you want. However it's worth thinking about what "language" each key on the keyboard is speaking when you want to use it.
Oh my, it wired up its own autopilot and is wrecking havoc now.
I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)
I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)
Thanks so much for submitting this earlier, we got a great boost!
Only confusing part is healing, I don't know my health or how much healing I need to be back to 80% or something close so I can get back into battle.
Also healing takes forever.
I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.
Running on Linux Firefox.
As a sailor, I love seeing ads or other random imagery of sailboats that's clearly photoshopped, with sails in nonsensical orientations or completely backwards with things like flags or hair blowing in the wind.
Seriously it would be something sea worthy. Huge success viral probably
One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.
I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.
Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)
Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now