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TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

tinywind.io

31–40 of 204 posts

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#31

Earlier quoted context omitted.

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.

Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise

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

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#32

Earlier quoted context omitted.

https://tinywind.io/wiki/briefing Shift fires.

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.

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.

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#34

Earlier quoted context omitted.

Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise

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

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).

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#37

Earlier quoted context omitted.

https://tinywind.io/wiki/briefing Shift fires.

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.

Space to fire would be my preference as well.

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#39
post #34

Earlier quoted context omitted.

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

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).

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)

Re: TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

#40
Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. I don't think you can even heal the ship unless you happen to stumble upon just the right treasure. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode.

EDIT: After playing around some more, yea it feels less like an action game and more like a "sailing around with nearly zero health" simulator.

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