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Posted by tinywind 2 hours ago

TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)(tinywind.io)
241 points | 50 comments
amarant 10 minutes ago|
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!

kordlessagain 27 minutes ago||
I used Hyperia (my terminal project) to let Antigravity take control. I think it's cheating now because it has infinite ammo.

Oh my, it wired up its own autopilot and is wrecking havoc now.

ryandrake 48 minutes ago||
Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. Healing the ship takes too long, too. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode.
tinywind 2 hours ago||
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!
uberman 1 hour ago|
Super fun. How do I 'fire" though given spacebar brings up the map? Is the mouse the only option? How do I see the controls as I see the "s" key does something with the sails?
nonamesleft 1 hour ago||
https://tinywind.io/wiki/briefing

Shift fires.

tinywind 1 hour ago||
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.

nklp 1 hour ago|||
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.

airstrike 1 hour ago||||
Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
tinywind 1 hour ago||
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

duozerk 1 hour ago||
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).
ffsm8 50 minutes ago||
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)

bonestamp2 29 minutes ago||||
Space was definitely what I pressed first to fire. Then enter. Then shift. Later I realized the menu has the key bindings in it.
WarmWash 39 minutes ago||||
Space for fire, I kept hitting it reflexively.
pegasus 59 minutes ago||||
Space to fire would be my preference as well.
bennyp101 1 hour ago||||
My first instinct was space to fire FWIW (Also its giving me Age of Empire feels here!)
bluefirebrand 1 hour ago|||
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 about what "language" each key on the keyboard is speaking when you want to use it.

tinywind 1 hour ago||
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!
juleiie 2 minutes ago||
Should be multiplayer like worms io of old

Seriously it would be something sea worthy. Huge success viral probably

dgently7 1 hour ago||
the control layout is a bit awkward on mobile. i find myself wanting to adjust both heading and trim continuously, but both controls are on the right so i cant use both thumbs. then the buttons to fire/ board are fiddly. tbh almost gave up then tried with keyboard and saw how it was supposed to go.
kqr 16 minutes ago|
In the settings menu you can move the rudder wheel to the left. I don't know why that's not the default.
SubiculumCode 1 hour ago||
Is it multiplayer or am I playing against bots?

I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)

tinywind 1 hour ago|
Both game modes are against enemy bot ships right now

I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)

Thanks so much for submitting this earlier, we got a great boost!

dole 1 hour ago||
Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?
Skidaddle 1 hour ago||
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.

xboxnolifes 41 minutes ago|
If you put sail adjust ments of the opposite side of the screen from the helm on mobile, its be easier to both at once.
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