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  • Awesome, great execution! This could become a really cool RL environment with a headless sim and procedural voyages. Factorio has something similar with the Factorio Learning Environment SDK.
  • 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?

  • If you have real wind physics, might as well apply realism to turning as well, so that ships can't turn in place. Rudder should only work with applied speed.
  • 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!
  • 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.

  • Great! I feel well positioned to say this is great :) I’ve been hoping for something like this.

    My ideal: slower, more real time, full maps based on actual locations, replay specific naval battles. Multiplayer (maybe it is?), realistic fog of war. I could go on

    Edit: a few more. Sail trim is clunky and seems unresponsive or unclear how it maps to physics. Would be better to have trim on one side and steering on the other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)

  • There's a vague correlation between wind direction and sailing speed, but there's nothing real here. The mechanics of sailing upwind, downwind, or the cost of tacking are interesting mechanics that aren't explored here whatsoever. The dead angle on a ship with a square rig should be massive. This ship goes upwind like it has a motor.
  • 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!

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