I used Hyperia (my terminal project) to let Antigravity take control. I think it's cheating now because it has infinite ammo.
Oh my, it wired up its own autopilot and is wrecking havoc now.
ryandrake [3 hidden]5 mins ago
Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. Healing the ship takes too long, too. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode.
tinywind [3 hidden]5 mins ago
The 2 game modes are free to play in browser. Come join our 245 active captains, I’d love any and all playtest feedback at this stage!
uberman [3 hidden]5 mins ago
Super fun. How do I 'fire" though given spacebar brings up the map? Is the mouse the only option? How do I see the controls as I see the "s" key does something with the sails?
Lmk if space to fire and shift for map makes more sense
I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.
nklp [3 hidden]5 mins ago
Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast. Spacebar was my instinct for fire key as well. For map it would be 'M'.
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.
WarmWash [3 hidden]5 mins ago
Space for fire, I kept hitting it reflexively.
airstrike [3 hidden]5 mins ago
Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
tinywind [3 hidden]5 mins ago
I’ll be making this change!
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
duozerk [3 hidden]5 mins ago
The whole thing should ideally have a quick modal with hotkeys when you first open it (and a small button to bring it up again if needed).
ffsm8 [3 hidden]5 mins ago
Modals are the worst ux in games.
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)
pegasus [3 hidden]5 mins ago
Space to fire would be my preference as well.
bennyp101 [3 hidden]5 mins ago
My first instinct was space to fire FWIW
(Also its giving me Age of Empire feels here!)
bluefirebrand [3 hidden]5 mins ago
Shift doesn't make sense as a main key almost at all tbh.
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.
tinywind [3 hidden]5 mins ago
This actually makes a lot of sense to me. Never thought about shift being a modifier key from a UX perspective, I’ll likely make space to fire and move map to M because of this thread. Thanks guys!
_flux [3 hidden]5 mins ago
Should there be sound? I think sounds would be essential for this.
Running on Linux Firefox.
dgently7 [3 hidden]5 mins ago
the control layout is a bit awkward on mobile. i find myself wanting to adjust both heading and trim continuously, but both controls are on the right so i cant use both thumbs. then the buttons to fire/ board are fiddly. tbh almost gave up then tried with keyboard and saw how it was supposed to go.
SubiculumCode [3 hidden]5 mins ago
Is it multiplayer or am I playing against bots?
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 :)
tinywind [3 hidden]5 mins ago
Both game modes are against enemy bot ships right now
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!
xboxnolifes [3 hidden]5 mins ago
If you put sail adjust ments of the opposite side of the screen from the helm on mobile, its be easier to both at once.
macrocosmos [3 hidden]5 mins ago
I don’t seem to be able to stop the boat by sailing straight into the wind.
maitland [3 hidden]5 mins ago
heave to
kfse [3 hidden]5 mins ago
The boat seems to go faster with the sails on the wrong side (back winded), that doesn't make a ton of physical sense to me
synalx [3 hidden]5 mins ago
I interpreted this as a visual bug with the sprites.
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.
JumpCrisscross [3 hidden]5 mins ago
Really cool! What did you use for the physics engine?
dole [3 hidden]5 mins ago
Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?
poppingtonic [3 hidden]5 mins ago
Some zig zag motions are required to maintain velocity and the combat is fun. I like it!
Skidaddle [3 hidden]5 mins ago
Very cute aesthetic and reminiscent of Pirates!
I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.
fallinditch [3 hidden]5 mins ago
Looks great! it's nice that you can immediately try it out
simon145 [3 hidden]5 mins ago
Totally agree!! It's great to be able to get engaged in the game instantly and not have to sign up right away.
tinywind [3 hidden]5 mins ago
Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
rsvidal [3 hidden]5 mins ago
This is lovely. Well done.
taffydavid [3 hidden]5 mins ago
I love it!
alexaholic [3 hidden]5 mins ago
Excellent!
embwbam [3 hidden]5 mins ago
This brings back some memories! I used to play the Ancient Art of War at Sea on my dad's Mac Plus as a kid. Having never sailed, it was fun to learn about tacking while trying to broadside spanish galleons. Years later, I lied about my experience to convince a resort to let me check out a tiny catamaran. I made it back to shore!
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.
tinywind [3 hidden]5 mins ago
I need to check out that game, I’ve sunk countless hours into the 2004 Sid Meiers games. Also lying to sail a catamaran successfully back to shore is such a pirate thing to do :) you’re ready for TinyWind
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
thekevintang [3 hidden]5 mins ago
This is awesome!
jupr [3 hidden]5 mins ago
This game is super fun. Thanks.
ltononro [3 hidden]5 mins ago
controls could be easier :D
rcarmo [3 hidden]5 mins ago
Pretty amazing, congratulations!
hyperionultra [3 hidden]5 mins ago
Noice. What’s the stack?
imperialdrive [3 hidden]5 mins ago
Very cool, love it!
deadbabe [3 hidden]5 mins ago
Would be nice if cannons didn’t fire in directions that had no clear enemies.
Oh my, it wired up its own autopilot and is wrecking havoc now.
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
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.
Running on Linux Firefox.
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!
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.
I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.
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