Seablip Playtest
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5.00
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Steam User 0
From the looks of it, this is going to be a fantastic game! I've played the alpha version for three hours so far and the gameplay itself is great. The fighting mechanics are unique and engaging, and the art style is very fun!
Steam User 0
At this state, the game is superb. The graphics are astonishing and the gameplay interesting. However, I wish I could change the key bindings. Moreover, ship combat is rather confusing and become difficult because of that.
Steam User 0
Loved it! This game is made with love and care.
I just played a few minutes, but I know that I'll gonna be adicted soon. Already love and hate the combat systems because they (for me) can be very hard, however I know it is just practice and will be easy.
I like the cannons options in the begginning and how it get expensive too, balancing the game very well, but don't like the way that I can't move the cannon to another place in the ship. I even felt in love with how the game looks at the very first moment! All the pixel art stuff that, in my view, are very cosy and pretty.
I want to play more and more of it yet!
Steam User 0
good game for a pixel graphic game also maybe make the screen a bit bigger because it was hard on my eyes because its a bit small.
Steam User 0
-Bugs-
Bug with lock cannon aim not locking sometimes
Sometimes cant hire a new crew member even when there is space
Sometimes can hire crew if there isnt space
Sometimes crew just magically disappear
Sometimes crew appear in random spots on your ship/the save crew postions sometimes doesnt work
I had a seaweed sprite permenantly appear on top of the tavern
When using the kitchen, the UI of the crew mate doesnt update its health until you re-mouse over it
A few times after a battle I only see my money and the screen goes a sky blue colour and freezes
-Quality of Life/Suggestions/Brainstorming-
invert scroll in settings
Would like a better escape option against larger boats because you get stun locked really easly. Maybe a system where large cannons have an accuaracy debuff against smaller ships. Or smaller ships are classed as faster compaired to a large ship so the time it takes to run away is less. Maybe even something to do with a weight system where you go 'slower' the more cannons and cargo you have on board, in turn, this could effect how fast you turn around and/or run away
When turning your ship it gains a higher dodge chance from incoming cannon balls
Some sort of sprint mechanic
Higher drop rate for iron bars, ore another way to get them ;)
-Questions-
Cant find out how to heal crew on the island/in the tavern?
Did the item I choose at the start have any impact in the alpha?
And most importantly, what do you use coconuts for?
-Final Thoughts ( At 3.6 hours playtime)-
Very playable alpha (as far as alphas go) that I think is a great peak at what Jardar has planned for Seablip. Although I was hopeing for a few more mechanics showcases, the large majority of systems in the game have been well thought out and planned.
The art is fantastic. Music is very well suited and gives me a heavy Stardew vibe. I cant wait to see what happens with the crafting side of the game, material gathering and what coconuts are for.
I undertand that this is an alpha build and there are many things that will change and be tweaked but over all the alpha has already got me really excited for the full release and I expect that you will be working 24/7 365 days a year on Seablip until it is finished.
7.5/10
Regards,
Liam