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

tinywind.io

61–70 of 204 posts

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

#62

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 "saili…

[flagged]

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

#64

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.

What a flattering comparison! I’ve gotten so many requests for an auto sail trim I might have to add it in, there definitely is a bit of learning curve to battling with the wind

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

#65
post #51

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…

i'd suggest a big flag on the main mast of each ship so its super clear what direction wind you are sailing into :)

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

#66
post #54

Great one, love the astetics and gameplay. 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.

It looks like you can't just sit there and heal (or it takes an enormous amount of time to do so) without first taking over an island. So once you get hurt down to nothing, you need to sail around looking for castaways, which heal your ship.

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

#67

[flagged]

This game is more Golden Age of Piracy piracy than Barbary Corsair piracy -- in fact, many pirate crews engaged in proto-democracy (well before it was fashionable!) and flatly condemned slavery.

1) https://en.wikipedia.org/wiki/Governance_in_18th-century_pir...

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

#69
post #51

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…

i'd suggest a big flag on the main mast of each ship so its super clear what direction wind you are sailing into :)

Thats a great idea actually! Will fit the style as well! Neat!

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

#70

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.

I also tried using the space bar to fire, it took a bit of digging to realize it was the shift key, but space bar felt more natural for me.
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