31 comments

  • amarant 13 minutes ago
    This is awesome! To offer some constructive feedback: the wind direction could be clearer. More particles flowing across the waters! Especially when the direction is changing. Looking up at the wind teller is unintuitive, even for this old sailor who understands where it comes from. I also didn't always feel like it mattered which direction I angled my sails, only how much I angled them. Like I could angle them for a port wind when in reality I had a starboard wind, and I'd sail just fine.

    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!

  • ryandrake 51 minutes 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.
  • kordlessagain 30 minutes ago
    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.

  • tinywind 2 hours 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 2 hours 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?
      • nonamesleft 1 hour ago
        • tinywind 1 hour ago
          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 1 hour 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.

          • airstrike 1 hour ago
            Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
            • tinywind 1 hour 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 1 hour 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 53 minutes 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)

          • bonestamp2 31 minutes ago
            Space was definitely what I pressed first to fire. Then enter. Then shift. Later I realized the menu has the key bindings in it.
          • WarmWash 42 minutes ago
            Space for fire, I kept hitting it reflexively.
          • bennyp101 1 hour ago
            My first instinct was space to fire FWIW (Also its giving me Age of Empire feels here!)
          • pegasus 1 hour ago
            Space to fire would be my preference as well.
          • bluefirebrand 1 hour 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 1 hour 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!
  • dgently7 1 hour 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.
    • kqr 19 minutes ago
      In the settings menu you can move the rudder wheel to the left. I don't know why that's not the default.
  • SubiculumCode 1 hour 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 1 hour 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!

  • juleiie 5 minutes ago
    Should be multiplayer like worms io of old

    Seriously it would be something sea worthy. Huge success viral probably

  • dole 1 hour ago
    Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?
  • Skidaddle 1 hour 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.

  • xboxnolifes 44 minutes 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 1 hour ago
    I don’t seem to be able to stop the boat by sailing straight into the wind.
  • _flux 35 minutes ago
    Should there be sound? I think sounds would be essential for this.

    Running on Linux Firefox.

  • tim-star 9 minutes ago
    great game! well done.
  • JumpCrisscross 1 hour ago
    Really cool! What did you use for the physics engine?
  • kfse 1 hour 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 30 minutes 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.

  • poppingtonic 1 hour ago
    Some zig zag motions are required to maintain velocity and the combat is fun. I like it!
  • embwbam 1 hour 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 1 hour 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

  • rsvidal 1 hour ago
    This is lovely. Well done.
  • fallinditch 1 hour ago
    Looks great! it's nice that you can immediately try it out
    • simon145 46 minutes 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 1 hour ago
      Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
  • thekevintang 1 hour ago
    This is awesome!
  • jupr 1 hour ago
    This game is super fun. Thanks.
  • taffydavid 48 minutes ago
    I love it!
  • rcarmo 1 hour ago
    Pretty amazing, congratulations!
  • alexaholic 49 minutes ago
    Excellent!
  • hyperionultra 1 hour ago
    Noice. What’s the stack?
  • ltononro 1 hour ago
    controls could be easier :D
  • imperialdrive 1 hour ago
    Very cool, love it!
  • deadbabe 1 hour ago
    Would be nice if cannons didn’t fire in directions that had no clear enemies.
  • gaolei8888 1 hour ago
    nice one