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A jam submission

MutinyView game page

Moody ship management
Submitted by Pendulym, emwav3 — 5 hours, 13 minutes before the deadline
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Mutiny's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#7202.9853.500
Visuals#7433.3053.875
Theme#10702.8783.375
Overall#11792.6123.062
Innovation#12972.3452.750
Gameplay#13892.1322.500
Enjoyment#15262.0252.375

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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

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Comments

Submitted

Managing a pirate ship's crew where disloyalty can spark a mutiny is such a cool, atmospheric execution of the "Trust No One" theme! The art style and ambient sound design set a fantastic nautical mood right away, and seeing players resort to executed "preventative mutiny" strategies is hilarious.

A few gameplay balance and scope polish ideas for a post-jam update:

- Implement the Mutiny Progression: Fully hook up that intended mechanic where disloyal crew members increase sailing costs and reduce port supplies, giving players a real reason to inspect the manifest and interrogate suspects.

- Crew List Onboarding: Scale the initial ship crew size down at the start and gradually add more sailors as voyages progress, preventing the roster list from feeling overwhelming on day one.

- Interrogation Clarity: Add a quick visual tool-tip or dialogue prompt clarifying that "interrogating" crew members carries a heavy social penalty, so players don't accidentally piss off their officers on purpose!

Awesome atmospheric foundation, hilarious player emergent strategies, and great concept overall. If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523

Submitted

What a fun concept and pretty art! I looked at the list of crewmembers and since some people were just tolerable i decided to interrogate one of the officials fist thing hoping to get some info on what was the thing that was making them annoyed, to see if I could fix it at all. But I didn't get any info and a bunch of people got mad at me for that, and that's when it clicked what "interrogate" actually means. My bad HAHAHA.

Congrats on putting this together, it's so cool!

Submitted(+3)

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!

Developer

Haha! We realized about half-way through that this was an option. Bit of a band-aid fix, but it also makes sense in the context. Thanks for playing :)

Submitted(+1)

Great concept, maybe the difficulty could be raise a bit!

Submitted(+1)

I managed to get through the first sail without any hitches whatsoever. Always knew I'd be a great pirate captain! 

Submitted(+1)

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?

Developer

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? 

Submitted(+1)

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 :)

Submitted (1 edit) (+1)

Yarrrrrrr they cannot stage a mutiny if they all walk thee plank!

Submitted(+1)

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

Developer

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 :)