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

195 points - today at 4:15 PM

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  • ryandrake

    today at 6:02 PM

    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.

    • _flux

      today at 6:18 PM

      Should there be sound? I think sounds would be essential for this.

      Running on Linux Firefox.

      • dgently7

        today at 5:34 PM

        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.

        • tinywind

          today at 4:30 PM

          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

              today at 4:52 PM

              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

                  today at 4:56 PM

                  https://tinywind.io/wiki/briefing

                  Shift fires.

                    • tinywind

                      today at 5:12 PM

                      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.

                        • bonestamp2

                          today at 6:21 PM

                          [delayed]

                          • nklp

                            today at 5:43 PM

                            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.

                            • WarmWash

                              today at 6:11 PM

                              Space for fire, I kept hitting it reflexively.

                              • airstrike

                                today at 5:19 PM

                                Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise

                                  • tinywind

                                    today at 5:42 PM

                                    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

                                        today at 5:45 PM

                                        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

                                            today at 6:00 PM

                                            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)

                                • pegasus

                                  today at 5:51 PM

                                  Space to fire would be my preference as well.

                                  • bennyp101

                                    today at 5:15 PM

                                    My first instinct was space to fire FWIW (Also its giving me Age of Empire feels here!)

                                    • bluefirebrand

                                      today at 5:18 PM

                                      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

                                          today at 5:40 PM

                                          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!

                      • xboxnolifes

                        today at 6:09 PM

                        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.

                        • SubiculumCode

                          today at 5:13 PM

                          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

                              today at 5:14 PM

                              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!

                          • macrocosmos

                            today at 5:42 PM

                            I don’t seem to be able to stop the boat by sailing straight into the wind.

                              • maitland

                                today at 5:43 PM

                                heave to

                            • kfse

                              today at 5:40 PM

                              The boat seems to go faster with the sails on the wrong side (back winded), that doesn't make a ton of physical sense to me

                              • dole

                                today at 5:41 PM

                                Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?

                                • JumpCrisscross

                                  today at 5:36 PM

                                  Really cool! What did you use for the physics engine?

                                  • poppingtonic

                                    today at 5:46 PM

                                    Some zig zag motions are required to maintain velocity and the combat is fun. I like it!

                                    • Skidaddle

                                      today at 5:22 PM

                                      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.

                                      • today at 5:38 PM

                                        • taffydavid

                                          today at 6:04 PM

                                          I love it!

                                          • fallinditch

                                            today at 5:14 PM

                                            Looks great! it's nice that you can immediately try it out

                                              • simon145

                                                today at 6:07 PM

                                                Totally agree!! It's great to be able to get engaged in the game instantly and not have to sign up right away.

                                                • tinywind

                                                  today at 5:16 PM

                                                  Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received

                                              • alexaholic

                                                today at 6:04 PM

                                                Excellent!

                                                • rsvidal

                                                  today at 5:07 PM

                                                  This is lovely. Well done.

                                                  • embwbam

                                                    today at 5:22 PM

                                                    This brings back some memories! I used to play the Ancient Art of War at Sea on my dad's Mac Plus as a kid. Having never sailed, it was fun to learn about tacking while trying to broadside spanish galleons. Years later, I lied about my experience to convince a resort to let me check out a tiny catamaran. I made it back to shore!

                                                    One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.

                                                    I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.

                                                      • tinywind

                                                        today at 5:39 PM

                                                        I need to check out that game, I’ve sunk countless hours into the 2004 Sid Meiers games. Also lying to sail a catamaran successfully back to shore is such a pirate thing to do :) you’re ready for TinyWind

                                                        Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)

                                                        Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now

                                                    • thekevintang

                                                      today at 5:16 PM

                                                      This is awesome!

                                                      • jupr

                                                        today at 5:29 PM

                                                        This game is super fun. Thanks.

                                                        • today at 4:15 PM

                                                          • ltononro

                                                            today at 5:53 PM

                                                            controls could be easier :D

                                                            • hyperionultra

                                                              today at 5:17 PM

                                                              Noice. What’s the stack?

                                                              • rcarmo

                                                                today at 5:01 PM

                                                                Pretty amazing, congratulations!

                                                                • imperialdrive

                                                                  today at 5:03 PM

                                                                  Very cool, love it!

                                                                  • deadbabe

                                                                    today at 5:50 PM

                                                                    Would be nice if cannons didn’t fire in directions that had no clear enemies.

                                                                    • gaolei8888

                                                                      today at 5:11 PM

                                                                      nice one