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(+3)

Ngl this game is kinda stressful lmao, reminds me of Sea of Thieves (in a good way for both of these statements)

Well done idea and execution! These are some criticisms I have, although most of them are more nitpicks than serious concerns:

  • I wish we could have 360-degree camera movement while steering or repairing, just so I know I'm not going to run into a rock while I'm frantically trying to out-heal the damage of a bunch of cultist ships while on death's door.
  • It was a bit difficult to exactly judge how the ship was going to respond whenever I adjusted my steering, so some tweaking on that front may be good.
  • The cultist ship population can grow out of hand if you don't keep it in check, but at a certain point they all start running into each other and dying so the problem sort of solves itself? Regardless, I'd add an entity cap so there aren't too many ships at once.

The low-poly aesthetic adds a lot of charm to this game, and I am very impressed by the music and sound design. This is a contender for at least an honorable mention in Mark's video in my opinion.

(1 edit)

This is some great praise! Thank you for the detailed feedback!

When we were brainstorming at the start of the jam we wanted to hit a sorta busy overcooked styled frantic feeling, which it sounds like we managed to do, very happy to hear that :D

For the steering & healing camera interactions I quite like the increased tension with the forced low-visibility camera. If a player is confident they are safe they can bunker down and heal a lot. Otherwise, it's a game of switching in and out of the mode to check for any needed readjustments. If a player had full control over the camera that tension would evaporate.

The ship steering bits are totally fair. We needed to put in some indicator of what heading the ship will end up at. It's doable to pick up a feel for that without one but it's not something that should be expected of players, especially in a jam setting!

The cultist population is a funny topic. We have some rudimentary AI in place so they avoid (mostly) smashing into the rocks while away from the player, but nothing in place to make them aware of other cultists. This leads to a kind of self-regulating population where the more boats are around, the more collisions will occur. We judged it felt good enough for the rapidly approaching deadline, unfortunately how these things go.

We did get into last years video as a bit of b-roll so if we could upgrade to an honourable mention that'd be amazing! The team really put their all into it this year!