56 comments

  • amarant 4 hours ago
    This is awesome! To offer some constructive feedback: the wind direction could be clearer. More particles flowing across the waters! Especially when the direction is changing. Looking up at the wind teller is unintuitive, even for this old sailor who understands where it comes from. I also didn't always feel like it mattered which direction I angled my sails, only how much I angled them. Like I could angle them for a port wind when in reality I had a starboard wind, and I'd sail just fine.

    In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...

    Edit: you should add a race/regatta mode!

    • Dansvidania 3 hours ago
      i'd suggest a big flag on the main mast of each ship so its super clear what direction wind you are sailing into :)
      • vintagedave 1 hour ago
        When I learned to sail, this is where we were taught to look: the small flag on the top of the mast.
      • amarant 3 hours ago
        Thats a great idea actually! Will fit the style as well! Neat!
        • tinywind 2 hours ago
          Great suggestions here! I already have a streaming type flag on the Spanish galleons I could repurpose for the main user ship for better wind clarity

          Definitely want to make an effects pass soon to improve visual clarity of the wind sprites and other basic things like cannon fire, hits, etc

  • torlok 2 hours ago
    There's a vague correlation between wind direction and sailing speed, but there's nothing real here. The mechanics of sailing upwind, downwind, or the cost of tacking are interesting mechanics that aren't explored here whatsoever. The dead angle on a ship with a square rig should be massive. This ship goes upwind like it has a motor.
    • TylerE 44 minutes ago
      Ugh, that's extremely disappointing. That's exactly the sort of thing I expected from a game touting 'real wind physics'.

      Glad I know not to waste any time on it now, expecting it to be something it isn't.

      • Multiplayer 7 minutes ago
        It's still quite fun. The games industry figured out long ago that realism and fun are often diametrically opposed.
  • sails 3 hours ago
    Great! I feel well positioned to say this is great :) I’ve been hoping for something like this.

    My ideal: slower, more real time, full maps based on actual locations, replay specific naval battles. Multiplayer (maybe it is?), realistic fog of war. I could go on

    Edit: a few more. Sail trim is clunky and seems unresponsive or unclear how it maps to physics. Would be better to have trim on one side and steering on the other. Also to turn off tacking with tap. Steering too sensitive. The battles are great. (All on mobile)

    • tinywind 3 hours ago
      Oh wow thanks for the great suggestions and kind words, glad you’re enjoying the game!

      It’s funny, your ideal scenario is almost exactly what I have in mind for the first PvP map coming soon, a slower predetermined map with historic factions/safe zones and ofc lots of combat with bots or people

      I can definitely revisit the trim and responsiveness. Buried in the settings in ship logs you can move the wheel to the other side, need to make that more accessible

      • jefurii 38 minutes ago
        This would be a different game but I'd enjoy just sailing around semi-realistic maps with realistic wind. I pixellated Hundred Rabbits simulator would be pretty cool.
      • Account_Removed 2 hours ago
        If you haven't already, take a look at the game Windward. I have similar vibes when playing your game. https://store.steampowered.com/app/326410/Windward/
  • ryandrake 5 hours ago
    Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. I don't think you can even heal the ship unless you happen to stumble upon just the right treasure. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode.

    EDIT: After playing around some more, yea it feels less like an action game and more like a "sailing around with nearly zero health" simulator.

  • vrtnis 2 hours ago
    Awesome, great execution! This could become a really cool RL environment with a headless sim and procedural voyages. Factorio has something similar with the Factorio Learning Environment SDK.
  • tinywind 6 hours ago
    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!
    • uberman 6 hours ago
      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?
      • nonamesleft 6 hours ago
        • tinywind 5 hours ago
          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.

          • nklp 5 hours ago
            Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast. Spacebar was my instinct for fire key as well. For map it would be 'M'.

            Whichever you choose, please consider displaying the controls inside the game, at least during the setup screen, don't make the user search for controls in the wiki. :)

            Also the hp bar below the minimap is a bit weird, would expect it the same as enemy ships above my ship, so i can see if i'm winning or losing a cannon exchange like in a rts game. Or at least someplace more convenient to quickly glance at nearer the center of the screen.

            Very fun game by the way, well done! Scratches the nostalgia itch of 'Corsairs Gold' for me.

            • simoncion 2 hours ago
              > Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast.

              An operator fixes this forever by turning off that "enable Sticky Keys" keyboard shortcut. I've not used Windows 11 or Windows 8, but in every other version that had the Sticky Keys feature, I remember there being a prominent "Don't enable Sticky Keys when you press <whatever> X times in quick succession" checkbox in the dialog that let you configure Sticky Keys and related accessibility things.

              Over the years, I've seen so many videogame streamers get screwed over by the "Activate Sticky Keys??" dialog pop up that it became pretty clear that they were all keeping it in reserve for the entertainment value. Maybe regular folks get so flustered by it that they don't bother to read the system dialog that pops up.

          • bonestamp2 4 hours ago
            Space was definitely what I pressed first to fire. Then enter. Then shift. Later I realized the menu has the key bindings in it.
          • airstrike 5 hours ago
            Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
            • tinywind 5 hours ago
              I’ll be making this change!

              Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on

              • akavel 2 hours ago
                As others mention, show the keys in the interface. It took me a while to discover accidentally, by pressing space, that I can trim the sails. You could make a graphical guide, showing a ship with arrows around, some arrows attached to the hull with keys responsible for turning the ship, some arrows attached to sails with keys responsible for trimming them. Yet another key by the cannons fire to show which key... umm... fires the cannons...
              • duozerk 5 hours ago
                The whole thing should ideally have a quick modal with hotkeys when you first open it (and a small button to bring it up again if needed).
                • ffsm8 5 hours ago
                  Modals are the worst ux in games.

                  If it's only a few buttons anyway you can just show them somewhere as hints while the user isn't giving input or until they used then.

                  Eg just show a "m for Map\nspace to fire" until the user used each, hiding them each when the m/space is used respectively for that session (session storage so it shows up again if the user comes back later)

              • altern8 4 hours ago
                Space to me means fire.

                You can show the mini-map in a corner, right? Why do you need to toggle it, Slither has it shown at all times.

                • airstrike 3 hours ago
                  I agree minimap on corner is ideal, but it does make it easier in a way
          • ajdude 3 hours ago
            I also tried using the space bar to fire, it took a bit of digging to realize it was the shift key, but space bar felt more natural for me.
          • bennyp101 5 hours ago
            My first instinct was space to fire FWIW (Also its giving me Age of Empire feels here!)
          • WarmWash 4 hours ago
            Space for fire, I kept hitting it reflexively.
          • pegasus 5 hours ago
            Space to fire would be my preference as well.
          • bluefirebrand 5 hours ago
            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.

            • tinywind 5 hours ago
              This actually makes a lot of sense to me. Never thought about shift being a modifier key from a UX perspective, I’ll likely make space to fire and move map to M because of this thread. Thanks guys!
              • altern8 4 hours ago
                This will make it a lot more intuitive to play
  • sanghoonio 3 hours ago
    If you have real wind physics, might as well apply realism to turning as well, so that ships can't turn in place. Rudder should only work with applied speed.
    • Jolter 3 hours ago
      Realistically, ships should tip over if you turn you broadside into the wind with full sails.
      • jrosbrow 3 hours ago
        Beam reach is typically ideal, and the keel will keep the ship from overturning
  • VTimofeenko 1 hour ago
    This is probably PEBCAK, but I can't figure out how to capture an island
    • yobananaboy 1 hour ago
      You have to gain some gold first by killing ships, then once you have 3 you can sail to the island and a button pops up to capture it. Took me a bit to figure it out too. Also once you've captured an island, you can lower your sails there to heal!
  • fkealy 1 hour ago
    Played on mobile. Very cool game and would love to have a go at future versions. Seen a lot of comments about realistic wind and sailing mechanics. To add to the latter building speed after you tack/jibe would be cool & realistic depending on conditions!

    Gusts is another way and you could have storms! Maybe you do already but I didn’t encounter them.

  • peterdemin 1 hour ago
    Good vibes, free things stand out. The direction of wind seems inverted. North wind is wind blowing from north to south. Also, when going into irons, the speed should drop to zero, or become negative given the sail configuration. And turns are impossible without speed.
  • SubiculumCode 5 hours ago
    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 :)

    • tinywind 5 hours ago
      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!

  • CommanderData 11 minutes ago
    Very cool!!! Feels very much miniclip-esq
  • pryelluw 50 minutes ago
    Great game! I’m bookmarking it and coming back. Reminded me of assassins creed black flag.
  • Dansvidania 3 hours ago
    sails perpendicular to the wind for full power? my sailing experience is dated, but that does not seem to be right to me. Don't they want a lower angle of attack? is this a specific of square sails? maybe I am not getting it in the docs

    Still, very fun!

    • tinywind 3 hours ago
      I’m not a sailor at all my I just demo’d this for my dad who is. He had similar feedback

      I need to sit down and do a sailing mechanics audit to find a good balance between arcade/realism, I think a beam reach is supposed to be faster than downwind. But my angle of attacks could be more accurate especially for upwind sailing?

      Here’s currently how tinywind does it if anyone’s curious:

      https://tinywind.io/wiki/sailing#point-of-sail

      • foofoo55 1 hour ago
        Have a look at these [1] polar diagrams for tall sailing ships. The radial distance from the center is the theoretical boat speed and the angle is the direction that the wind is hitting the boat, with zero on the nose and 180 from the stern. Each plotted line is the boat speed for a given wind speed. They show how the square-rigged ships can't sail upwind any closer than 55 degrees or so and are fastest on a broad reach (wind from just back of the side). You can also see how longer boats are generally faster, but a smaller boat with triangle sails ("Bermuda rigged") could easily get away from a big square-rigged ship by heading more upwind.

        [1] https://forum.zegluj.net/download/file.php?id=23628&mode=vie...

      • geor9e 2 hours ago
        In irons should be a slightly negative number, since the wind drags the boat backwards at that point. Plus it will force the player to tack back and forth, which is a fun part of sailing. I bet A.I. can tell you the angle the sail ought to render at too (unless non-moving sail was part of the cartoon aesthetic)
        • tinywind 2 hours ago
          I did that simply for arcadeyness and feel but I’m not married to it at all

          Giving the ship a slight constant forward moment felt nice and forgiving when testing, and user still has to tack back and forth to get meaningful enough speed to strafe a ship. But I’m definitely open to sliding the realism scale here

  • dgently7 5 hours ago
    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.
    • kqr 4 hours ago
      In the settings menu you can move the rudder wheel to the left. I don't know why that's not the default.
      • tinywind 2 hours ago
        Maybe I should make it the default? When I play on mobile I only use my right thumb almost never trimming sails and steering at the same time.

        I totally get if people primarily play with two hands on mobile it makes sense to default wheel to the left

  • _flux 4 hours ago
    Should there be sound? I think sounds would be essential for this.

    Running on Linux Firefox.

    • tinywind 2 hours ago
      There’s no sound/fx or music at the moment but we will be adding this soon!

      A couple very kind redditors have reached out to develop in game tracks so stay tuned

      • moffkalast 2 hours ago
        It's definitely in dire need of some sound effects at least. Otherwise it's very neat :)
  • youdots 1 hour ago
    This is inspiring to create a full on real world autonomous little sailing dude to cross the straits.
  • macrocosmos 5 hours ago
    I don’t seem to be able to stop the boat by sailing straight into the wind.
  • sssilver 2 hours ago
    This is so awesome.

    If you need help building a backend for it to be multiplayer, please email me and I'd love to team up (sssilver@gmail.com), I already have something that would help.

  • asturdy 49 minutes ago
    Beautiful retro art style <3
  • Skidaddle 5 hours ago
    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.

    • tinywind 3 hours ago
      What a flattering comparison! I’ve gotten so many requests for an auto sail trim I might have to add it in, there definitely is a bit of learning curve to battling with the wind
      • dgently7 3 hours ago
        a middle approach could be a trainer mode where you can say your desired direction of travel and the game gives you a suggestion of heading + trim. think like the driving line in racing sims, it doesn't brake for you but it helps you develop intuition of what to do when. a oldtimey map line drawn on the ocean to show where when to tack at what angle would be so nice. especially for the longer hops between islands.
        • tinywind 1 hour ago
          This is an amazing idea, definitely going to explore this! It could even prompt you to cut upwind and dive ships effectively, there could be a lot of depth here
  • tommica 1 hour ago
    That was so fun to play! Reminds me of sid Meier's pirates
    • tinywind 1 hour ago
      Thank you so much! One of the best compliments I can get, I’ve sunk hours into 2004 Sid Meiers pirates
  • dole 5 hours ago
    Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?
  • hnthrow10282910 3 hours ago
    This is a lot of fun! I’ve been wanting to learn how to make pixel games like this myself. Any tips, resources you’d recommend ?
    • tinywind 1 hour ago
      I’m also relatively new here so we’re learning on the fly. I’ve been heavily activate in pixel art subreddits early on for feedback and advice especially on the procedural generation. I’ve also found some great cheap pixel assets to get started from itch.io.

      Good luck on your pixel adventures, love to see what you build!

  • embwbam 5 hours ago
    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.

    • tinywind 5 hours ago
      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

  • cfontes 4 hours ago
    Great one, love the astetics and gameplay.

    Only confusing part is healing, I don't know my health or how much healing I need to be back to 80% or something close so I can get back into battle.

    Also healing takes forever.

    • ryandrake 3 hours ago
      It looks like you can't just sit there and heal (or it takes an enormous amount of time to do so) without first taking over an island. So once you get hurt down to nothing, you need to sail around looking for castaways, which heal your ship.
  • y1n0 1 hour ago
    This is fantasticly fun. Nice work!
  • EstanislaoStan 3 hours ago
    Did you get this idea from the barebones Sid Meiers Pirates battle clone that hit the frontpage a few days ago? :)
    • tinywind 1 hour ago
      Haha no it’s a funny story.

      I’ve been building this since early May with active captains through the last month. I randomly noticed traffic from hacker news a few days ago, turns out somebody had linked tinywind in the comments there. Love to see other people in the space!

  • kandros 1 hour ago
    Even on mobile is very pleasing good job!
  • kordlessagain 4 hours ago
    I used Hyperia (my terminal project) to let Antigravity take control. I think it's cheating now because it has infinite ammo.

    Oh my, it wired up its own autopilot and is wrecking havoc now.

  • JumpCrisscross 5 hours ago
    Really cool! What did you use for the physics engine?
  • mojosmojo 3 hours ago
    As an Aubrey-Maturin lifelong re-reader, I cannot wait to play this.
  • xboxnolifes 4 hours ago
    If you put sail adjust ments of the opposite side of the screen from the helm on mobile, its be easier to both at once.
  • kfse 5 hours ago
    The boat seems to go faster with the sails on the wrong side (back winded), that doesn't make a ton of physical sense to me
    • synalx 4 hours ago
      I interpreted this as a visual bug with the sprites.

      As a sailor, I love seeing ads or other random imagery of sailboats that's clearly photoshopped, with sails in nonsensical orientations or completely backwards with things like flags or hair blowing in the wind.

  • poppingtonic 5 hours ago
    Some zig zag motions are required to maintain velocity and the combat is fun. I like it!
  • rsvidal 5 hours ago
    This is lovely. Well done.
  • hyperionultra 5 hours ago
    Noice. What’s the stack?
  • fallinditch 5 hours ago
    Looks great! it's nice that you can immediately try it out
    • simon145 4 hours ago
      Totally agree!! It's great to be able to get engaged in the game instantly and not have to sign up right away.
    • tinywind 5 hours ago
      Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
  • thekevintang 5 hours ago
    This is awesome!
  • juleiie 4 hours ago
    Should be multiplayer like worms io of old

    Seriously it would be something seaworthy. Huge success viral probably

  • jupr 5 hours ago
    This game is super fun. Thanks.
  • rcarmo 6 hours ago
    Pretty amazing, congratulations!
  • everyone 3 hours ago
    Nice!

    Feedback..

    1. show keyboard mapping on the touch controls (for desktop / laptop users ideally)

    2. Make wind indicator much bigger and centrally located

    3. Make cannon cooldown much bigger and centrally located

  • precompute 3 hours ago
    Impressive. It loads so quickly! What was this made with?
  • imperialdrive 6 hours ago
    Very cool, love it!
  • fishfasell 4 hours ago
    Very cool
  • taffydavid 5 hours ago
    I love it!
  • tim-star 4 hours ago
    great game! well done.
  • alexaholic 5 hours ago
    Excellent!
  • ltononro 5 hours ago
    controls could be easier :D
  • gaolei8888 5 hours ago
    nice one
  • deadbabe 5 hours ago
    Would be nice if cannons didn’t fire in directions that had no clear enemies.
  • theoe93orrj 3 hours ago
    [flagged]
    • thedrexster 3 hours ago
      This game is more Golden Age of Piracy piracy than Barbary Corsair piracy -- in fact, many pirate crews engaged in proto-democracy (well before it was fashionable!) and flatly condemned slavery.

      1) https://en.wikipedia.org/wiki/Governance_in_18th-century_pir...

      • throw9494rirj 3 hours ago
        And they did not murdered people, raped women and stealed stuff. They were just traders who bought rum and parrots. So misunderstood!
        • thedrexster 2 hours ago
          lol, brother, was that worth the throwaway? You're already flagged to hell.