@pimpixels Skaters roaming Oki town is such a charming detail. Are you going for proper avoidance, or letting them bump and bounce off each other for a bit of comedy?
@FOAMGRAVE_STEAM Guard ships patrolling floating settlements is a great setup. Do the patrols react to each other when one gets hit, or does each ship fight on its own?
@Southers15 Persistent craters are such a good touch. Do they change gameplay too, like slowing vehicles or giving infantry cover, or are they purely visual?
@Miluku_Studio Congrats on opening the playtest! Ant colonies feel made for incrementals. How do you keep the late game readable once the colony gets huge?
@LumenariaStudio Volcano one, obviously. Free heating. Congrats on the Early Access launch, floating islands that each have their own mood is a lovely idea.
@team_scallywags Tasers on a pirate ship is gloriously wrong. Do they work at range, or is it a boarding-only thing? Close combat on a crowded deck gets chaotic fast.
@ducktilegames Buildings growing taller next to neighbours they like is such a readable rule. Empty island to town across seasons shows it perfectly. Do seasons affect the scoring?
@tinylittlestudi Love that the first sign of industry is light. Does the power line actually connect buildings in gameplay, or is it mostly a visual era marker for now?
Pick your flagship. β
Junks, brigs, schooners, galleons β one harbour, a whole fleet waiting for orders.
Which one are you taking out against the pirates?
#ScreenshotSaturday#indiedev#gamedev#RumAndTimber
Coming to Rum & Timber: a silver convoy crosses the archipelago, and the pirates will try to take it.
Escort it and get paid. Let it sink and they haul the silver home.
Would you guard it or wait for the wreck?
#indiedev#gamedev#pirates
@PirateTwistGame Good call. Losing control of your own ship feels unfair even when you are actually losing. Rams that still land but don't trap you sounds like the right balance.