I figured that if I just killed all my crew members they couldn't stage a mutiny. This worked but then I couldn't sail anywhere cus I started each day with 0 time. Who'd have thought that you actually need a crew to sail a pirate ship!
Play game
Mutiny's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
How does the game fit the theme?
Your crew will sabotage your mission!
What code and assets did you not make from scratch during the jam (if any)?
Ocean sfx
How many people worked on the game?2
Comments
I managed to get through the first sail without any hitches whatsoever. Always knew I'd be a great pirate captain!
I sailed from the start to the end. Not sure what the crew list was for.
I didn't run into any obstacles or anything. Did I do something wrong?
You did nothing wrong, no! The design was a bit ambitious for the time frame and so some corners were cut. Thanks for giving it a shot, though! Was there anything you liked about the experience?
The intended design was to have the number of mutineers increase as the crew became less happy, which would result in higher costs (hourglasses) for sailing, and fewer supplies gained at Ports. The player would use the key and the manifest to hunt down the disloyal crewmembers, but we just didn't get there in time.
Was there anything you liked about the experience?
I liked the atmospheric sound and art.
That gameplay you described sounds really cool!
I know you didn't ask, but one way you could have framed this is with only a few crew at the start. Then the crew grows as you play.
The long list of crew was a little daunting at the start.
Cool idea though! Keen to see what ya make in the future :)
Yarrrrrrr they cannot stage a mutiny if they all walk thee plank!
I could be wrong but I just sailed the map and skipped days but nothing happened to me. Am I missing something. Overall nice sounds and nice ambience
Sort of? But not really. We just bit off a bit more than we could chew with this one. Hopefully the sailing aspect was fun?
If it's of interest: the intended design was to have the number of mutineers increase as the crew became less happy, which would result in higher costs (hourglasses) for sailing, and fewer supplies gained at Ports. The player would use the key and the manifest to hunt down the disloyal crewmembers, but we just didn't get there in time.
Thanks for playing, regardless :)






Leave a comment
Log in with itch.io to leave a comment.