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

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.

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 :)

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!

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

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!

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?

https://tinywind.io/wiki/briefing

Shift fires.

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.

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

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

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.

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.

This game is super fun. Thanks.

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.

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

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

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

This is lovely. Well done.

This is awesome!

Noice. What’s the stack?

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Pretty amazing, congratulations!

Very cool, love it!

nice one