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

tinywind.io

161–170 of 204 posts

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

#161

Earlier quoted context omitted.

I thought it was quite the opposite, too easy. Your ship recharges health. Also you can claim and island and heal there. It's so easy to the point it's actually boring, I got 10 kills before I quit, never got close to dying. Hell you can even claim an island, sit there in healing-mode, while shooting down enemy ships that don't heal... A difficulty slider is a good idea though.

Yea, the difficulty seems to hinge on whether or not you manage to capture an island. If you do, then you can heal your ship, at which point I agree with you--the game becomes super easy. If you fail to kill three enemies (prerequisite of capturing an island), then it becomes a "sail around at zero health" game. A "difficulty" feature could just be a toggle: Start with a claimed island, or start with no claimed islan…

There may be a bug, I captured an island with less than 3 kills (I didn't have more than 1 kill IIRC)

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

#162
post #112

Earlier quoted context omitted.

Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'. Glad I know not to waste any time on it now, expecting it to be something it isn't.

It's still quite fun. The games industry figured out long ago that realism and fun are often diametrically opposed.

Decades ago, Sid Meier's Pirates had a more realistic sailing model, which made you feel the difference between triangular and square sails, in a game where the player had a lot of other challenges to master. And Meier is a designer who always put fun and playability above realism.

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

#163
This is really cool and well done. Congrats!

One gotcha/ask: Can you somewhere show the keyboard controls? Maybe in the overview, once I hit the space bar? Took me a while to figure things out,

I also really like the option to immediately jump into the game without first having to log in or so!

How long did it take you to get this up and running, if I may ask?

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

#164
I played it for half an hour on a 6.1" phone. Firefox Android, it worked flawlessly. The game is fun. Some ideas to improve the UI.

The wind teller is OK but instead of a line ending with a circle it could be an arrow. Furthermore there is need to have it turn around the center of the teller. It can turn around the center of the arrow and be twice as large or take half the space.

The wheel is confusing and should be removed. I spent minutes attempting to turn it before realizing that I was turning the ship by touching the water where I wanted the ship to go. I know where the ship is headed to (I look at the ship) so the wheel is taking space on screen and cpu for no reason at all.

Every few minutes, maybe 10, a page of instructions opened in front of the game. They were always different. I don't know if I pressed a button or if it's a training mode. The problem is that it happens out of the blue and it's not welcome.

I didn't notice any indicator of how many cannonballs I have left.

The black cannonballs on blue water are not very visible. I also noted 4 circles in the water in front of the ship when I fire. What are they?

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

#168

Earlier quoted context omitted.

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 abou…

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!

Thank you! It's very confusing to me that spacebar doesn't fire.

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

#169
post #112

Earlier quoted context omitted.

Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'. Glad I know not to waste any time on it now, expecting it to be something it isn't.

It's really not fun to spend an hour going zig zag against the wind... That's why there is no sailing simulator I guess.

It's not fun to spend an hour going zig zag against the wind? What about an hour doing it with a boat full of precious materials that can't go through the portal while you're being chased by some ungodly horror from beneath the waves?

Valheim was a blast.

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

#170
post #112

Earlier quoted context omitted.

Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'. Glad I know not to waste any time on it now, expecting it to be something it isn't.

It's really not fun to spend an hour going zig zag against the wind... That's why there is no sailing simulator I guess.

There is a few, from web browser games that still simulate the physics [1] to serious ones that include ropes, navigation and crew management [2].

[1]: https://www.sailrhythm.com/

[2]: https://store.steampowered.com/app/794860/eSail_Sailing_Simu...

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