Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://store.steampowered.com/app/2128430/Seven_Seas_Adventures/
I am the developer and have been building this for 3 years now, it'll be coming to Steam soon - please also consider joining our Discord, we have a small (but growing) community: https://7se.as/discord
That combat is reely fast.
Admittedly, that's where a lot of my development background is - and while I would love to eventually publish it on mobile, the primary focus is definitely on PCs. Do you mostly think the above because of the graphics, UI, or both?
I have kept the games rendering as lean as possible so that the game can be run on very modest hardware, while still offering interesting enough visuals on more powerful systems... of course, things will get better once I go through and start overhauling a lot of the art!
It so deserves a modern version.
the scale for a start. 0:15 in the video, that looks like eastern Cuba, Tortuga and Haiti, right? Yet it's basically a pond. Your caribbean must be really tiny. If Naval Action is on one end of the scale and couldn't possibly be any larger, your game is on the opposite end and couldn't possible be any smaller.
the sheer mass of ships zooming around at high speed at 0:33 in various directions looks like straight out of a mobile game ad.
The way the ship turns around a full 180 at 0:45 in like one second is extremely arcade. Not even sid meier's sloops turned that quickly. The very low level of detail due to the tiny ship size is also typical for mobile games
it promises the instant action all the time to keep players engaged. There's no way a mobile game would ever have you look for a target even for 30 seconds.
Yeah this was one big piece of feedback I have got a lot - you'll be glad to hear it's been reduced a lot. Admittedly, when the video recorded for the alpha trailer (emphasis on Alpha here) I had things a bit quicker than anticipated to expedite testing
Turn radius is another configurable attribute, but not sure if it's changed since that build of the game... but reducing the speed as mentioned above definitely makes it feel "slower"
As mentioned, it's not a mobile game, so not sure why you mention mobile game timing, but it's more of a hands on game, so you're not just "looking" at ships, but firing cannons, dodging incoming shots, timing special ammo usage, boarding events, responding to effects, etc.)
As for the low level of detail... I am a programmer, not an artist XD it'll get better further down the road!
Appreciate the feedback!
At the very least, the game should be apart of the upcoming Steam Next Fest, so you'll be able to get a hands on trial of it, would love to hear your honest opinion!