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for some reason, when I got the bribe figurehead and ended up giving the enemy like 200 megatons of spice and started to get a LOT of cargo, i just started laughing because the dice rolls lagged my computer and turned into static haha

the only thing about this is that sometimes since i'm rolling so much dice the damage just counters to zero which kinda sucks...

It's a good and simple RNG game, although the odds of getting a 'good run' seem to be heavily stacked against me somehow, always giving me 1 or 2 bad encounters in a row just when I think I have a chance.
On some runs, I wont have a single chance of getting another crewmember and then die because the dice wont roll well enough for me to trade shots. Other times I'll get multiple crew members/powerups that turn out to be essentially useless in the run before I encounter an enemy with crew members that actually help in combat.

I literally just lost my last two runs where I had splash damage or double shots to the same guy who can stun my crew, what are the chances?!

Also, I have no clue how to win against the angels, and they seem so rare and brutally costly to deal with, that I probably wouldn't take the chance even if I did know.

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Agreed, it's still too luck based really. I've been trying to make it less so in every patch since the original and it still is a high priority for the upcoming 1.2 patch too. Of course alongside more content and making the end game more interesting. I'm even considering nudging the numbers a bit so that it'd get more likely to get a "good event" the further you go without any crew members so it would balance it a bit more and make unlucky dead runs less likely.

The angel battles are indeed tough and require some luck too but the prize for success is top tier also. And maybe I should nerf the enemy diplomat a bit so it wouldn't be quite as deadly on a non upgraded diplomat at least. 

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I appreciate the sound response.

I will admit, there is still some calculated skill that I'm not fully taking advantage of with the dice rolls, mainly with the 'unlucky 13' mechanic, so my only real gripe is getting lucky with crew members. I do like the events that rely on choices or risk and reward so the idea of the good events being more likely before you take on crew seems good, I also like the encounter that gives you a choice of two crew members. 

With the enemy crew types, I've only had real issues with Evil Dandy and the Diplomat. I would maybe suggest some of these crew effects only last for a number of turns rather than the entire combat?

Regardless, I have enjoyed discovering and/or figuring out all of the different aspects this game has to offer, even when I am astoundingly unlucky.

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also 420 damage teehee

 I'm a hybrid between satan and god. help.

Should this maybe say "A godly silhouette"?

True

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You should add a scroll bar across the bottom or something like that, in good runs it's impossible to access all of the cargo at the back of your boat, otherwise, great game! 

EDIT: I just figured out something cool(totally unrelated) but if you trade, say, a spice with a 2 to the trader, you get 2 of his dice, or if you trade a 6, you get 6 of them

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infinity cargo combo

be careful it very lag if have to much cargo

ngl, on the js13k edition it soft locked me into perma- endless mode and then I tried to start a new run and I had like 3 legacies and none of them registered lol

On that run I went to infinity 50 with 8000 damage before just saying screw it

Nice game, but can you please let me choose what cargo i want to attack!

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I really like to keep the mechanic symmetric 1:1 so that the player and the enemy have the same rules applied to them thus, they both only choose where they take the hit. But I guess it could be an interesting and very powerful trinket or crew member power to add...

I should have though of that, it does balance the game.


 I almost turned down the diplomat figurehead... who knew he was the key to eternal life? :D

I only played like 800 times before getting to this point.

I had a god with diplomat skills and whenever I gave a 5 dice, it had a 100% chance(it was upgraded and I had upgraded minstrel)

I'm your dad. 

No, Luke, I AM YOUR DAD!!!

Bro I two tridents another time. Remember when I got two?

Hmmmmm nothing or nothing hmmmm

I say you go for nothing

Im just a LAD

Puzzle or not i think you need more hints/feedback on how the angel/devil fights as well as the backwards text encounters work. They dont give enough feedback for you to tell if your on the right track and have just had bad luck. 

My running theory for the divine fights is you need to roll a string matching the number displayed by them, but i've also seen just a single 0 displayed and i'm pretty sure i rolled a blank for that encounter. 


The cost of failing divine encounters in particular is a failed run which means you are just not engaging with those encounters unless

A) you have had a run thats already about to die off

B) You have a run thats so far ahead loosing 5+ cargo isn't a concern for you

Your theory is correct. So that shown 0 should have counted if you rolled any blanks. They are indeed meant to be difficult as the potential prize is greater than pretty much everything else there is in the game right now. Quite a lot of the events in the game are ones you can just blindly accept but this one I tried to make it so that you'd have to really consider whether you should gamble or not.

And what comes to the frog language, it's not expected to be solved. Those events don't even count as a real even (you still get another afterwards) and only give out some tips/hits if you've cracked the code. So basically just a pacing change where you might stop for a bit to ponder what is going on between fights. And I'm pretty sure the word game one is solvable even without knowing what they say...

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Please explain what the frogs do, even just a hint would be very appreciated. Pretty please

EDIT: also explain the demon/angel fights, thanks in advance. Also also, thanks for responding so soon :)

The same as their normal crew member counterparts but better (ie. level two at the start). 

An interesting little game, a good example of sound scoping for a jam while still being fun to play.

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