You're finallyfed up with yourfleet and their incompetence. Take down all13 of them one by one and claim your spot at the top. Along the way, you'll discover preciouscargo dice that represent your ship's vitality and firepower. You may also encounter friendlymerchants,carpenters, and potentialcrew members eager to join and assist you on your journey.
The game is played entirely with amouse (or touch). You canmute the game by pressingM.
Your ship'scargo consists ofdice, and their total pip values represent your ship'stotal HP. These dice also influence the number ofdamage dice you roll in combat. Be careful not to let your cargo's total value reach the dreaded number, as even rolling that in combat can have unfavorable consequences.
The game was originally created forjs13k 2024 game jam where the goal is to always create a game in JavaScript and make it fit completely in13 kilobytes or less. The theme this year wastriskaidekaphobia which is the fear of number 13. The jam lasted for a month and I hit the size limit after the first week so I pretty much spent the remainingthree weeks creating this"enhanced edition" adding more polish and content without the need to watch out for the scope anymore.
Updated | 9 days ago |
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.5 out of 5 stars (76 total ratings) |
Author | anttihaavikko |
Genre | Adventure |
Tags | 2D,Dice,Mouse only,Roguelike,Roguelite,Touch-Friendly |
Links | Steam |
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Great game.
What I enjoyed
Varied events.
Varied companions.
Some lore but not critical to the gameplay.
Good use of puzzles.
Generally balanced gameplay unless unlucky with some encounters.
Good music.
Great and simple art style.
Critical feedback
I feel like it doesn't explain enough to the player.
What do the demon and angel want and why can't I exit their battles mid fight. The navigation seems too vague. What do these special symbols do? The game explains spice and plated cargo and that's about it.
You have to read the description of the game to even understand the plot.
Explain why my turn was skipped and unlucky 13 procced.
Please add difficulties.
Please make the starting roll to be 7+ minimum.
Please add more player agency. I lose too often to bad luck instead of poor planning. Rig the dice ever so slightly to roll better instead of worse. People take success fleetingly but loss hits harder.
I have had to read the comments to understand many of the confusing mechanics.
There are a few too many useless or negative events.
Conclusion
I look forward to seeing how this game changes with the upcoming updates and hope to make the game easier to understand and add some more player agency and QoL features
Adding more player agency, yes, big time! This has been one of my main priorities every patch. Making it less completely random and have some choices to be made. Of course it still needs more of it.
I don't really like the idea of difficulty selection. I'd much rather balance the only option to be better. Don't really like the idea of rigging the dice too much either. Sure, getting bad rolls can sometimes feel unfair but rigging the RNG when it's literally about rolling D6s would be noticeable in the long run and it'd just make realistically calculating the odds more difficult.
For the angel/demon battle, figuring out the goal is part of the puzzle of the fight. Explaining it thoroughly would lessen the experience in my opinion really. But I guess marking the correct dices for the combination or something like that could maybe hint a bit more on the solution without giving it away. And why do you feel like you should be able to opt out of the fight once you've challenged it? That's not a very common mechanic in any game really.
I understand the idea of perfecting the difficulty you already have. That makes sense.
When I design games, I try to optimise for fun over realistic and pure logistics. When I played the game I found the angel/devil fight super annoying because I lost a really good run. If the solution to the fight is what I think it is, then it is just too unlikely to win to be worth sacrificing that much cargo unless I'm in endless mode.
Being able to opt out of fights is rare, I agree but it doesn't help that I have no clue what I need to do to win. I like the skeleton fight because it gives you the option to fight, and you can see what you're up against. I mention a potential solution below.
When I talk about rigging the dice, I also see why you wouldn't like this idea. I mainly want the first dice roll and maybe the first battle to be rigged. I restarted too many games because I didn't roll higher than a 7 or encountered a *6* as my first enemy.
If you want to keep the mystery of the game, perhaps add a log book which could double as a statistics page. This would be where some information about certain events would be kept after you encounter them multiple times. Or you could do a *secret notes* type thing similar to stardew valley and finding notes that tell you certain loved gifts. Adding a log book allows some information to be retained over different playthroughs and acts as a trophy collection or a secondary objective for players.
I really enjoy discussing game design, if you want to go more in depth.
Ohh I like the logbook idea. I'm actually planning for the next patch to have bit of a more "saving progress" and unlocking things to be maybe used at the start of a new run. I'm thinking of allowing you to go inside your ship and tweak some stuff there for the start of the run from the stuff you've unlocked. The logbook could be there too I guess and it'd offer some hints/explanations you've encountered in a more lore way.
And for the initial cargo roll rigging, I'd more like a system that would incentivise you to keep trying even on a bad roll like the brilliant whale mechanic in Slay the Spire (gives you an additional item on start of a run if you reached the first boss on your previous one).
The angel/devil fights are supposed to be quite often too dangerous. That's why you get to choose whether to do it or not and shouldn't be just snap-challenged. It can take a lot of your cargo to succeed (or everything even and still fail) but on the flip-side the reward is also pretty much better than anything else in the game right now.
I just received the legacy trinket and thought of that slay the spire mechanic too. It would really help this game yeah.
Please remove the reef event. It is just so annoying. If you don't want to remove it, maybe make it so you are guaranteed another event straight after to compensate slightly.
I have spent over 40 pieces of cargo and still can't get the angel on my side. Is this unlucky or is the chance just too low?
Alright, thank you. Also at some point if there could be a save function that would be awesome i think I have only ever beaten it about five times and 3 of those times i had amazing builds and saw no end in sight but at some point i would have to log off and i love starting over but its so hard to get those good builds.
This was 1.2.4 and I think the green pearl is now rarer? I have encountered the green pearl probably 15 times so far.
I currently have about 30 parrots, and splash damage of 5. Boner is way at the back of the boat behind all the dice allowing me up to 7 shots, although I have not had to shoot anything in a really long time. Epic run.
I was playing one of the earliest versions of coup ahoo. I have played many updates too. Earlier editions was easier to take multiple dices and won. Also, it was easier to take multiple 'helps' 5 or more as well upgrades. In the following updates game was much harder to won after 4th or 5th ship. 1) If the game is to be great you must add some strategy to randomness without ruining the fan. eg. some maps? sail options? upgrade options? 2) The GPS ship showing some color spots without explaining what these spots mean. I suppose white spot is the 14th ship (hero). 3) Generally i liked the earlier editions. You added many elements in which i have played the game more than 10 times and almost each time is totally different. 4) GPS ship 1 or 2 times was shown. The big sea bird/cat only 1 time appeared. The Ship help men almost all times were very different. 5) You may add level hardness. add some score eg. time, hit times (based on dots), time of playing, ships you wreck, ship men you had etc. 6) Add PvP dual player mode. This is a must! 7) More over, it can also be a full game as sea/land declaration battle turned base map game.
No, i liked most of them. However, it is like playing without playing. No much options for strategy. So, i am against adding anything more before strategy is fixed. However, i like the game! However, some players may like this randomness. You have random dice, random bonus, random path, random help. Somehow you must make a balance between strategy / fun / randomness, i think. This is m,y opinion. An option for easy/hard level may help too. Most other similar games have a shop that you choose to buy bonus/guns/help based on some points/coins that you have taken. Maybe this helps too. However, please, keep some list of editions between heavy updates that alter the game!
I just had idea that may or may not be crazy overpowered or really bad and dumb.
what if there was a crewmate or a special cargo that combines every 1 point cargo piece up to nine
So lets say you had 9, single point plated cargo pieces and you can combine them into 1 cargo with 9 points.
The same can be done with regular and spice and so forth, but only with the same type.
Yeah I guess that could work. Couldn't really be a crew member as you'd need to trigger it at some point when to have the effect. Well of course the crew member could have some trigger for the effect to happen kinda like the rolling blanks fixes stuff but couldn't be all that common and would make more sense to let it be controlled more. I guess it could even be a pearl effect. Other than merging plated cargo, it seems kinda underpowered to me. I mean for example I'd rather take three ones over one three. You'd lose 2 damage dice in the trade and could only live through single 2 damage shot when before you could take two shots of any damage really. So I guess it could even double the value of the combined dice or something like that.
Hey, some feedback from me:
* I wouldn't mind if the initial RNG is a bit "doctored". Like if the starting dice roll, first enemy cargo and the first loot are more favourable. I end up restarting runs that finish the first battle with less than 12 cargo points
* I noticed that the crew mate that upgrades cargo on blanks sometimes attempts to upgrade non-upgradeable cargo (pearls, special pieces, 9's)
* When some long ships pass by, they might disappear before they are completely off screen
So the overall start RNG and "bad starts" is a tough one. I don't really think doctoring it to be more favourable is really a solution. It would just move the goalposts of a "good start". I've more thought of incentivizing not restarting even one a bad start kinda like the whole whale mechanic in Slay the Spire. So unless you know, it's a brilliant mechanic where the gives you a reward on a start of a run if you've reached the first world boss on your previous run. The legacy trinket was my first attempt on treading the same line while also having the side effect of "one more try". I've thought of maybe adding like a hidden luck stat that'd increase if you were like very much below the "par" between levels and it'd give you more chance at getting good events.
Sadly no screenshot but a strange bug:
I had a math question which was like: reach 25 to get your cargo back. I made some addition as a first step like "2+3=" with the intention to get a 5. After selecting the "=", the right hand ship got a "6" dice which I found strange. I changed my calculation to calculate with this "6" but when I selected the 6-dice, it only entered as 5 in the equation...
What's up with the girl in the yellow jumpsuit (?), how can you meet her? I'ven been asked about that girl a few times from the furfolk guy who's accompanied by the seafolk people
P.S. Not related to my question but the new bird animations are cute and I appreciate the effort that is put into the game with all the details, challenges and quirky characters to interact with (:
Back at it again! This new update is great, I especially love the green pearl event and the endless mode rework(s).
I’m pretty sure the angel/demon fight reworks are recent as well, the ability to swap out crew members is greatly appreciated. Also, the doctor allowing for (seemingly) infinite upgrades is really nice for more scaling. The spy adds a lot more options to battling as well, and I like how it overlaps with the ability to bribe, making pre-battle decisions more important.
In terms of the green pearl event, I feel like there could be different possibilities of what occurs. Resetting is great especially the first few times, but I was seeing him so many times (I had three copies of The Mark) it felt kind of useless. I suggest either some kind of drawback (maybe losing a relic?), or a chance for other things to happen - losing or gaining cargo, etc. Same thing for the spy and the chest, since it is guaranteed to do nothing if all crewmates have already been upgraded once.
Some sort of anti-soft lock feature for the clam guy (do they count as a mini-boss?) would be nice, even though of course just reloading the game works too. Before I figured out the gimmick, he wasn’t dealing any damage due to a reduce damage taken crewmate, making it difficult to figure out how to prevent soft lock. Perhaps them increasing their damage by one each turn? Not entirely sure, it might get out of control.
I never got the genie to work, although once I noticed some Ös and connected to potential names of crewmates. Will try to pursue that line of reasoning. For some reason, “pearl” or “frog” are not valid answers, but oh well.
I only noticed a few bugs (besides for the easily avoidable one of clicking things too fast). The biggest one was the Handy figurehead not working, the birds flew over but then just continued going with the carpenter.
The prince never got rescued by the king, which may have just been unlucky or something to do with resetting with the event. The ability to have them walk the plank helped out with that, though.
Stealing the last piece of cargo from a ship through the spy doesn’t kill them immediately, but luckily they go down after being shot which luckily avoids soft lock.
Haven’t been able to replicate it yet, but something about the bird boomer combo killing the enemy almost instantly combined with clicking “fire” leaves the dice frozen on the previous screen until the next battle, also making me unable to avoid the angel fight. (Although, it seems as though mandatory divine being battles might be intended?)
I think these new balance changes are great and add a lot more endless potential to the game, and makes the early game much more enjoyable. It seems the constant reset ability just makes it really easy for overpowered builds to be created, whether from pearl relics, 2-3x upgraded diplomat, or lots of splash damage birds, all of which are understandably late game but also not easily countered. Thanks for taking the time to read all of this!
P.S. Are they called trinkets or relics? They seem to be referred to differently, like the “mimic” one says (or at least used to say) “relic” compared to the description of the “trinket collector”. Alright, that’s all. Love this game!
Thanks a lot for the thoughtful comment! ❤️
I didn't even mean for the green pearl event to be affected by the mark. It definitely shouldn't be as it needs to be more rare. At least not the same amount as the normal trinket event. And yes, they should be called trinkets. They're called relics in the game code but "should" be called trinkets everywhere where it's visible. Though this internal naming confusion has bled a bit to the descriptions too but now everything should be saying "trinket".
The divine being fights are not avoidable in the endgame. Just to make it pose more threats and potential run enders. The same for the clam boss really. The clam should be pretty much a counter to mass pearl builds but I guess it still isn't really a counter enough and the boss can still be a pushover with some combinations or just loads of birds. Birds overall might be a bit "too good" against plated dice and since the clam only has a single cargo piece, you don't even have the normal drawback of random targeting.
Maybe I just need to design an anti bird boss now... 🤔
You're on the right track for the wish event. Will for sure add pearl as a trigger word to it. Gotta think about whether to allow "frog" or just "crew". Been thinking about increasing the letter pool from 9 to 12 too as just having 9 letters limits the options so much.
Meeting the king now with the prince might probably be too rare too just due to a bigger pool of possible events. Need to look into whether that chance needs to be boosted somehow.
One that’s been around for a while is if you click a bunch of dice quickly when choosing which one will take damage, as long as the enemy’s damage is greater than the dice number they will hit you multiple times, even without Boomer or multi-target crewmates. If they have a splash damage crewmate like Bob the splash damage affects your cargo as well. It’s a pretty useless bug, but makes it easy to die quickly in endless if you don’t want to reload the game, just by clicking a bunch of your cargo really fast. Only works if the damage taken is greater than the targeted cargo’s health. Probably something to do with the “attack X additional number of times” effect coded in the game.
Relatedly, after doing this and then trying to hit the “shoot”, “fire”, and “roll” buttons repeatedly, weird things happen - sometimes the enemy gets an extra turn, even shooting twice in quick succession, sometimes they shoot you while the dice rolling animation occurs, sometimes you get an extra turn. Not sure if the first bug is required to do this, but I think the game’s just struggling to process the back and forth attacks and overlaps them somehow. I once died while doing this and I think I had the ability to fire a shot on the respawn screen.
The same thing happens sometimes if you can defeat the enemy, but also hit the “shoot” button right before the “continue” button shows up. This one is a little harder to replicate, but when it works you sometimes get the “fire” option on a non-enemy event (I think I shot at the trinket collector once), but it doesn’t really do anything either. Depending on the next event, sometimes you can pass through that one and then skip the next enemy encounter, or occasionally you skip an enemy and an event and go right to the next enemy.
The first bug is generally detrimental, the second one is kind of neutral, and while pulling the third one off occasionally helped it’s difficult to pull off. Also because they require people clicking fast which is never necessary for battles, they don’t really affect gameplay, but they do exist. It should be relatively easy to replicate most of them, despite the effects appearing somewhat random.
Miscellaneous: When hitting the continue button early after bribing an enemy, the cargo sometimes overlaps with the crewmate or nudges them off the edge of the boat.
Having a navigator give four/five directions to choose from does nothing (didn’t expect it to though), same with being able to loot more than six dice. Probably doesn’t count as a bug.
If a divine being’s powers overlap with another crewmate’s, nothing happens (maybe intended?)
The strike trinket, which “increases all outgoing damage by one”, doesn’t work with birds (also maybe intended?)
That’s all I can think of for now, maybe I’ll play some more and see if I can find any. ;)
Once again, thanks for taking the time to go through all this.
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Do you remember if it was a battle or other event that was upcoming there? Looks like it might be the same issue as here and this was said to happen after navigation event and picking swinger event.
There is most likely some unexpected unhandled error case happening there crewing/equipping the next "enemy" ship and that is then freezing the game. Haven't been able to repro this myself or find what may be the cause so any extra information you might have would be welcome.
How many cargo did the enemy have? Were they completely unable to do more than three damage ever? So unlucky 13 happens when your cargo totals up to value of 13 and it makes you miss your turn. Also happens when you roll 13 damage in which case it turns to zero instead. But there is a safeguard that breaks out of infinite loops and allows you to take your turn if the enemy can't damage you at all...
Mass birds + splash damage = the aircraft carrier strategy!
Big problem with the demon sequences is that if you have upgraded attack dice and can roll 3s. Its EXTREMELY unlikely to get the combonation unless you have a stupid amount of plated crates which I luckily did. Also the dice dont all fit on the screen, so I have to just guess.
Really fun, addictive game. I wish there was more progress that carrys over from runs so I feel like I can slowly weight the RNG in my favour. Really hope you keep developing this further!
Man, this is an absolutely incredible game! I'm already addicted to it. (why did you also have to make a mobile version :]) The are quite a lot of bugs, so I thought I could help by pointing to some of them.
Bug with the blank dice also occured to me, and I think, the cause is the "Split" trinket. It seems that game registers it like a 6-pin dice (but I'm not so sure).
Had an incredible run, but I got stuck in the trinketinator infinite loop (as shown in the screenshot above). I think this is caused by triggering the effect several times, and after the first sacrifice, you can just sacrifice the already sacrificed ones, leading into the absurd amount of trinkets on the ship.
Also, I should add, I think that trinketinator effect should be optional (It can ruin some crazy pearl builds, just because random Bob got that effect from the skeleton event).
Had a "-" sign show up in the genie event, not sure it's a bug though (maybe for constructing names like "Q-man")
Sometimes, after winning the battle, random dice appears at the bottom of the screen (as shown in the screenshot above).
Divine beings fight becomes absurd in the late game, mainly because of the +1 to damage dice trinket. With that, it becomes even harder to get the right combination. Maybe, there should be some button to exit the battle with them. (One battle with them completely ended my ∞*17 run)
Parrot + Spy combination can sometimes break the battle. (For example: if you kill an enemy with parrots, and press the "Spy" button while their death animation is going.)
It's a bit unclear what does "relics" in the "Mimic" trinket description mean. I guess it means all trinkets...?
I think, as I remember, spiced love cargo could drop from "Jake from Spacefarer Games".
I'm really curious, how did you make the word recognition system in the French frog event?
I think it should be it for now, I'll extend this comment if I find or remember some other bugs or issues. Very good game man! Can't want for new updates!
Wow, a big thanks for these. ❤️ Quite of lot of things that no one has noticed (or bothered to point) out that aren't even new from the most recent patch.
I think trinketinator being optional would make it too good. I kinda like having things with downsides so they pose as a choice for the player. Like in that case it would be the best choice to sacrifice Bob to get rid of that ability if your pearl effects were more desirable. I called trinkets relics in code and ended up calling them trinkets later on. Looks like some of my internal naming confusions have bled to the UI side too.
Genie event - dice is indeed coming from parsing the crew names. For the frog game word recognition, I have a list of all possible three letter words in a list.
Divine fights in the end game are supposed to be big threats and even run killers really. Allowing you to back off from it would kinda make them pointless and not scary. Guess the fight should show combinations of numbers your damage dice can roll (ie. take boost trinket into account).