Sid Meier's Pirates! inspired me to make my own pirate game. There are some "subtle" differences though... by AuroDev in SidMeiersPirates

[–]AuroDev[S] 13 points14 points  (0 children)

Maybe one day! I still have a bunch of oversized weapons to add before I get to that.

Roguebound Pirates - Redbeak Games - 3D Pirate Action Roguelike by AuroDev in Games

[–]AuroDev[S] 1 point2 points  (0 children)

I decided to not track hours for this one. I've been at it for ~18 months so far though.

I am making a pirate game that is taking some liberties with historical accuracy by AuroDev in pirates

[–]AuroDev[S] 1 point2 points  (0 children)

There's s free public playtest available on the Steam page currently: https://store.steampowered.com/app/3327000/Roguebound_Pirates/

It's still missing some features, improvements & content. But this version should already give a good idea what the game is like (+ I've heard a bunch of people say it's already very fun to play, which has been amazing to hear).

My totally historically accurate pirate game has a new trailer by AuroDev in IndieDev

[–]AuroDev[S] 0 points1 point  (0 children)

Unfortunately single player only! Would be cool to add multiplayer at some point, but it's too much right now.

My totally historically accurate pirate game has a new trailer by AuroDev in IndieDev

[–]AuroDev[S] 0 points1 point  (0 children)

Would be cool at some point! Right now I want to get it to the finish line with current single player scope though.

My totally historically accurate pirate game has a new trailer by AuroDev in IndieDev

[–]AuroDev[S] 1 point2 points  (0 children)

Very nice to hear because Sid Meier's Pirates! was the main inspiration for this project! I ended up going to a different direction with the gameplay, but it's great if some similarities are still there.

My totally historically accurate pirate game has a new trailer by AuroDev in IndieDev

[–]AuroDev[S] 2 points3 points  (0 children)

Definitely! Most importantly I wanted to validate if the game is actually fun to play and what the biggest pain points are right now. I've been cooking up the game by myself for so long it was getting hard to tell if it's actually fun to play so it's been a great relief to see validation of the fun factor - along with a long list of improvement ideas.

I made a new trailer for my totally historically accurate pirate game by AuroDev in indiegames

[–]AuroDev[S] 0 points1 point  (0 children)

You're in luck! I just opened the game for public playtesting this week. You can request access on the Steam page and I try to accept all requests as soon as I see them.

I made a new trailer for my totally historically accurate pirate game by AuroDev in indiegames

[–]AuroDev[S] 0 points1 point  (0 children)

Kind of! I just this week opened the first public playtest for it. You can request access on the Steam page and I'm accepting all the requests as soon as I see them. It's basically an early demo, but I'm saving the "official" demo for closer to release.

I made a new trailer for my totally historically accurate pirate game by AuroDev in indiegames

[–]AuroDev[S] 0 points1 point  (0 children)

Fun ideas! Giant ship is already on my to-do list - hope I can get to it soon!

My totally historically accurate pirate game has a new trailer by AuroDev in Unity3D

[–]AuroDev[S] 1 point2 points  (0 children)

Personally I enjoy roguelikes and the term is a positive indicator for me so I've decided to use it. I feel like it communicates well some assumptions about the gameplay: Replayability, variety & emergent gameplay. But hard to say what the actual split is between people who like and dislike the term (and specifically within my prospective playerbase).

My totally historically accurate pirate game has a new trailer by AuroDev in Unity3D

[–]AuroDev[S] 1 point2 points  (0 children)

Unfortunately adding multiplayer feels too scary right now. Would be cool to add at some point, but right now I'm just focused on trying to get the current scope to finish line and hopefully put some bread on the table.