Stranded Sails - Explorers of the Cursed Islands

Stranded Sails - Explorers of the Cursed Islands

Vanyel Oct 21, 2019 @ 4:24pm
32 Hours - All but Finished - Observations
Be warned...this is long...

Out of that 32 hours, some was simply wasted doing farming while waiting for real life stuff, so it is probably closer to 28 hours before I turned in the last Idol and chose to stay. Only 3 Achievements left: Medium and Hard difficulty challenges and getting all the hats - plus 3 hidden achievements.

Did I enjoy the game?
Considering I stayed up to 1 and 2 in the morning - something a game hasn't caused me do in years...I would say that qualifies as a resounding "YES".

Were there frustrations?
Yes...energy management being the top of the list, followed by feeling like I was spending all my time farming/watering the farm rather than exploring/building. If I had to estimate, I'd say a solid third if not close to half the game revolved around farming.

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Highlights
1) Well for starters...and despite the seeming inability to do a manual save (don't see why it was necessary) without creating a new game? In my inexperience I didn't come across a single bug and never once did the game crash or bog down my system...not even after running constantly for 8 hours. Haven't come across a game in a long time that can claim that - too many, including so-called 'A-list' games have memory problems that require restarting the game assuming they don't cause a crash.

2) Simple and for the most part (see frustrations), it is/was a relaxing game to play. Death is not a game changing, break the keyboard or mouse, rage quit the game event - this was a nice break from the norm.

3) Lack of what I'd call a 'hard' leveling system (1,2,3...50...etc) where getting there requires an endless grind. I didn't have to slay 10,000 animals, hew thousands of trees or mindlessly roam map after map looking for hundreds, or thousands of mineral nodes (sadly there aren't any mineral nodes).

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Disappointments
1) Linearity...Unless you count the runs to the three islands for Hardwood Pieces, Metal Pieces, and Rope Fibers...it is basically a 'Task' game...do A, B, C, eventually you come to Z and game over. For as much open space as there is...and some pretty countryside, there is no reason to go anyplace else except for said tasks.

2) NPCs were shallow and not used to their full potential. Yes, they had some interesting, if short dialog. It was interesting finding out their reasons for leaving and hoping on the ship with your dad. But I kept looking...waiting for that next upgrade...which never came.

One of the achievements is reaching a Crew Happiness of 60. With other than Teresa's Hats, Charles' Telescope and a couple seeds from Cecile...you're basically done with the gifts/missions from the rest of the NPCs by around 20 Happiness (excluding the Ancestor).

3) Lack of upgrades, additional infrastructure. This also ties in with the under-utilized NPCs. Almost all started to indicate they were enjoying the island...how about an option for upgrading their shacks? More tool (see suggestions) upgrades which brings me to perhaps the biggest disappointment...finding the 'Golden' tools...only to find it's just cosmetic in nature. Should be also noted that there wasn't one for the axe.

4) Available resources were under-used...of which there is only one - trees. Needed some trees for doing upgrades around the camp (some of which really help with energy usage), but I never got the request I was expecting...getting logs of various types for Sven/Logan for building the ship.

5) Under utilization of the environment...this mostly is aimed at the north-western island. So much potential there with what looks like a harbor and underground mine. This was a nice little town at one time. Why is it empty/abandoned? Can it be fixed up, etc.?

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Would I recommend this game to a friend? If I knew the friend/person liked this type of game? That is a 'qualified' 'Yes'. I say this because for the simplicity of the game, the current frustrations, and how the ideas below suggest an unfinished game...even at the discounted price I paid ($21.99 I think it was), I think it is a little over-priced for a game that I finished in about 30 hours and I'm sure could be done in 20. So if they can get it at a discount, most definitely. If the developers put out a plan to mitigate frustrations/issues (not just mine), and some sort of plan for future upgrades, expansions, etc...assuredly so...yes.

It is possible that because I don't own a smartphone/tablet, Switch, or other game console - I don't understand the different philosophies/game styles between those mentioned above and playing a game on a PC. Maybe 20 or 30 hours is 'long' on those platforms...I don't know.

[edit: with the linearity of the game...I don't see any reason to play it again after finishing it. Only reason to keep playing is if you care/are after achievements.]

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I am sure there is more than I have listed below, it's all I could think of when I went to bed last night. So if/when I remember them and/or come up with new ones...I'll add them in subsequent posts.

Suggestions (no idea how viable some of these are considering the game is on multiple platforms and isn't just a PC game)

1) It is important, yes; but a little less emphasis on farming, and or at least maintenance (ie. watering...I think the timing really needs looking into)

2) Look into the timing for fishing, specifically how long it takes to hook a fish. This is most important when you are on the final island (NE)...if you're going to use several foods just getting there, you should be able to make the trip worthwhile and hit more than 2 or 3 fishing holes and not have to spend an entire day/night cycle doing it.

3) Resources...add in stone/metal...though this could be for end-game...where a person decides to stay on the island and thus needs more than flotsam for building, upgrading and or repairing stuff.

Find other uses for the trees: We couldn't even make our own Hardwood Pieces from the Hardwood Trees; Sven needed help with the rudder, yet could build the rest of the ship? He and Logan should have been asking for various wood types (basic trees for planking/sides; Hardwood for the ship framing; Ironroot for masts/ribbing and prow) Not to mention metal stuff for rigging, hatches, etc.

Possibly a plant for making cloths and ropes. Maybe some of the indigenous vines? I'm sure Teresa could put the stuff to good use.

4) Tools...getting the first upgrade so early and knowing there was an achievement for Happiness 60...I kept waiting for the next tool that never came. As previously stated, it was quite disappointing to find the 'Golden' tool was purely cosmetic. Examples being, where the bucket upgrade increased the area watered, the next one reduced the energy needed? Better axe...reducing energy on the basic tree while reducing it to 2 hits on Hardwood and 4 hits on Ironroot; with one more (or a golden axe) halving basic tree energy, 2 hits on hardwood with reduced energy use, and 3 hits on Ironroot; next fishing pole increases chance of a 1, 2 or 3 star strike; and of course the shovel reducing energy use.

5) More interaction from the NPCs. Doesn't necessarily have to be directly tied to the happiness (as in 'Gift'), but something maybe you see them waving you over for. Maybe Cecile needs a crate of potatoes and carrots for a new recipe she is working on; Logan some wood or planks for a piece of furniture he is making for another NPC, etc.

Along the same lines...never saw a new boat from Sven. It was a little more maneuverabilty, but other than being able to survive the waves to the NE island, didn't see a benefit of the Ancestor's canoe. Him needing some Hardwood or Ironroot for a second or third boat/upgrade which say...increases speed and or decreases energy needed.

After that first Pier...kept waiting for an upgrade. Fritz could have asked for a larger/longer pier from Logan; and or heard what was coming out of the waters to the NE and wants a pier on the eastern side of the island. Each pier could have a dock for a separate canoe - which would mitigate some issues of accessing the NE island. This eastern pier could have a re-spawning fishing hole for the fish accessible from the NE island just as the western pier supplies fish from the other three islands.

Have Sven's new boats appear at the pier/dock which is where they return to when you return using the map. When it is time for an upgrade...you find the building plans/base on or near the dock...and only that boat is upgraded.

Brenda...wow...almost as underused as Fritz. She could need supplies to make the fittings and other stuff not just for the new ship, but other crew mates as well.

6) The North-West Island...this place is ripe for interaction. Story lines...why is it emptied and or abandoned? Make this an 'end-game' area...where after/if one decides to stay (I have not asked the Ancestor to lift the Curse, but why not make it happen regardless?) - the curse is now lifted and when the small town on the NW island is more repaired...it gets populated with more people.

The new stone/metal nodes used in repairing the rails to the mine; stone for upgrading paths and foundations, wood of course for repairing/upgrading not only the buildings here; but the huts/houses where the camp was...but is now a little hamlet for the original crew.

7) Other than the ghosts, the islands are dead. Now I have no idea of the game coding/engine can handle free-roaming mobs, but maybe interactive...nodes. What I'm referring to here is say, a ghost/skeleton comes out of a crate(weak), trunk(medium), or chest(hard). Even use the same ghosts used in the rest of the game...each with a chance to drop some loot like they do now, and if one is present when the item is accessed...then there is a chance for a bonus drop from the container. Same principal could be used when cutting down a tree, or if added, a stone/ore node.

Concerning said crates, trunks and chests...It would be nice if on occasion they dropped some food. For obvious reasons if you're 'wheel' is full you can't pick it up...but accidents do happen (I know I've accidentally ate food when I didn't plan on it), and it could make the difference between finishing the mission at hand or retreating back to camp.

8) With no indicators, I have no idea if the effects of the stew change based on ingredients and the number used. I would suggest How the stew is made have an affect on its duration, strength and perhaps even effects. If say you use only basic ingredients and or you haven't unlocked all the crew yet...this is the weakest of the stews...meaning it lasts the shortest amount of time and has only the energy buff. Whereas if you make the stew with everyone's favorite food...this lasts the longest and has a/the strongest energy buff.

Ahh...but there is more...depending on 'Crew Happiness' - you can add between 1-3 additional spices. The catch is however, while you can have potentially 3 more buffs; adding that second or third spice shortens the overall duration and strength.

9) Quality of Life/frustration lowering ideas:
- Allow using all one ingredient when trying to determine a new recipe...this will make it a little easier to determine if an ingredient belongs or not. If this seems like it might make it too easy; make it so if an ingredient is used in more than one slot...the extra ingredients are 'wasted' ie. used up. (anyone remember the old Mastermind game?)

- Hovering information...sometimes, not everyone can interpret what an icon stands for. In this case I'm referring to the buffs under the energy bar, and those in the crafting window (at the crafting station). A little pop-up that says 'what this is' or 'what it does' would be nice. So too would a timer inside the buff telling you how long it lasts/has remaining (this is real-time). For the 'what this is'...I'm referring to empty slots when you are trying to craft something. If it is something you don't have in your inventory, that black outline can be difficult to determine what the missing component is.

- Ability to 'Lock' the wheel. Nothing was more frustrating than realizing I'd hit the wheel during the Ancestor Trial and find I was trying to swing a shovel or fishing pole at my enemies rather than a sword. Of course this wasn't the only time it happened, but for obvious reasons it is the most detrimental example.

- Other than to have a use for the Ironroot...I'm wondering why it is a requirement for building the fourth and last farm upgrade. Getting the point of being able to build it is already limited by crew happiness, I'm not sure the purpose of requiring this high-grade component where the result is no different from what is already there.
Last edited by Vanyel; Oct 21, 2019 @ 5:00pm
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Showing 1-13 of 13 comments
Vanyel Oct 21, 2019 @ 4:31pm 
Just forgot something...the map...

When you travel, it would be nice if the 'fog' was erased on the full map and not just on the zoomed in parts of the individual islands.

A map of the underground areas would be nice too...at the very least showing your location in relation to your overland position.

Also, referring to NPC interaction...

Logan the carpenter and Sven is the Shipbuilder (which IMO, is a more focused carpenter, like a framer, furniture or cabinet maker). As such, whenit came to the sails...other than mentioning he needed some help with them, I would think he'd have referred me to Teresa who is the tailor and would have done the repairs and or maybe had be retrieving something to make said repairs.

The main player might have lifted the curse and fought off ghosts, but building a brand new ship...that is at least as much of an undertaking and should require more help than retrieving the old rudder and sails.
Last edited by Vanyel; Oct 21, 2019 @ 4:43pm
Vanyel Oct 21, 2019 @ 4:54pm 
Think it was mentioned in another thread...and could mitigate some of the frustration people have in the game...

A 'Difficulty' setting...

Relaxed is just that...significantly reducing the energy use for all actions.

Easy...after they finalize their adhoc system, as it is with the buff after sleeping thru the night

Normal...as it was before the adhoc fix.

Hard...to varying degrees based on a specific action, all things take more energy; ghosts slightly more difficult

Brutal...same as hard, but more of it.
Vanyel Oct 21, 2019 @ 5:11pm 
I just happened across the Official Wiki page...and saw a picture of what I am assuming was the farming/gardening area during beta...larger than it is now once you've built all 4 farming plots...

I like that look much better...I could see that as a 5th and final upgrade and a good use for those Ironroot logs I mentioned in my opening post...

Doing this upgrade would be a major undertaking because you'd have to completely disestablish your farm so the new one could take over. The new area would be bigger than it is with all four zones, the surroundings nicer and maybe even more decorative lighting in the four corners. I'm not the artsy type, so I'm sure those who are can come up with a nice look for this upgrade idea.

And speaking of the game's official site...

Where is that large garden and the chest that spews loot?
Last edited by Vanyel; Oct 21, 2019 @ 5:53pm
mskitty Oct 21, 2019 @ 6:42pm 
It must have taken you 32 hours to write these posts.
Dencarion Oct 22, 2019 @ 1:34am 
Vanyel - THANKS I second all of your comments and suggestions!
Though I'm still at the second golden statue (so still a way to go) I can realte to all of the above.
Especially a map for the underground areas is a sore point and I don't get it how this was missed in beta.
But overall I do more enjoy the game than being frustrated ;)
roka_can Oct 22, 2019 @ 2:40am 
Hello Vanyel!

Thank you for your thoroughly written observations! While I can't give you a response to all your points right now, I want to tell you that we've read your review with high interest. The information you provide is really valuable!

Please feel free to join our Discord to get into discussion with us and our community:
discord.gg/rokapublish

And please consider to share your thoughts in a review if you haven't done so alredy!

Thank you again for the effort you've put into this.

Cheers

roka_can
Last edited by roka_can; Oct 22, 2019 @ 2:43am
Dencarion Oct 22, 2019 @ 3:25am 
One thing that annoys me is the limited radius of the loot pickup - I find it quite disturbing when I fell a tree and have to run around the stump to pickup the two pieces of wood.
It would be great if that radius would be increased, so when one fells a tree, the two pieces are auto-picked up.
Cheers
roka_adrian  [developer] Oct 22, 2019 @ 11:45pm 
Originally posted by Dencarion:
One thing that annoys me is the limited radius of the loot pickup - I find it quite disturbing when I fell a tree and have to run around the stump to pickup the two pieces of wood.
It would be great if that radius would be increased, so when one fells a tree, the two pieces are auto-picked up.
Cheers

Good point! i will forward it to the devs. Thanks for your feedback. How do you like the game?
Dencarion Oct 23, 2019 @ 12:44am 
Originally posted by roka_adrian:

Good point! i will forward it to the devs. Thanks for your feedback. How do you like the game?
Thank you Adrian,
well I'm 19 hrs into the game and got the second statue. I like it.
Sometimes I'm a bit annoyed about the quests-sequence - like I have the indicator from the crew stew to get a present from Brenda, but she won't give it to me. I had to finish the second statue first.
It's little things like this, then the loot radius mentioned above, and that I'm always lacking ropes :-P
Despite re-visiting all the isles and opening all the crates and trunks, I'm lacking ropes - which all camp improvements require. So a hemp plant and a rope blueprint would be a nice addition.
On cooking recepies I'm frustrated with ingredients that are marked green on one try are all of a sudden red X or yellow in the next try.
I think the search for recepies is the most frustrating piece for me.
Other than THAT (lol) I'm quite happy with the game and look forward to play it further and see if I can unlock the secret achievements.
Thanks for listening (aehm… reading)
roka_can Oct 23, 2019 @ 4:34am 
You're welcome Dancarion. We should thank you for sharing your thoughts.
I hope you've read my answer to Vanyel. Everyone is invited to join our discord channel to join the discussion and give us feedback directly! Feel free to join us!

discord.gg/rokapublish

And if finding recipes takes all the joy away from you, consider looking up the recipes in the Stranded Sails wiki if you want to make your life easier if you want to. :)
But you seem to have fun nontheless!

https://strandedsails.gamepedia.com/Stranded_Sails_Wiki

Also you can help us by giving us a review on Steam and share your experience there. That would be great. *thumbs up*

Cheers

roka_can
Dencarion Oct 23, 2019 @ 6:48am 
Originally posted by roka_can:
You're welcome Dancarion. We should thank you for sharing your thoughts.
I hope you've read my answer to Vanyel. Everyone is invited to join our discord channel to join the discussion and give us feedback directly! Feel free to join us!

discord.gg/rokapublish

And if finding recipes takes all the joy away from you, consider looking up the recipes in the Stranded Sails wiki if you want to make your life easier if you want to. :)
But you seem to have fun nontheless!

https://strandedsails.gamepedia.com/Stranded_Sails_Wiki

Also you can help us by giving us a review on Steam and share your experience there. That would be great. *thumbs up*

Cheers

roka_can
Thank you roka_can,
well I did indeed try the wiki, but that doesnt't help much:
A) the position of the recipie is not the same as on the wiki, so trial and error
B) while trial and error the above effect happens, and while a, say Sea Brass was green on the first try, but one of the other ingredients was wrong, and I change one or more of the other ingredients, all of a sudden, the Sea Brass is also no longer the correct one - THAT is frustrating :)
angelicsyren7 Jan 19, 2020 @ 7:34am 
I have to agree with Vanyel. I am on the switch playing and I have been playing farming/crafting games for a long time. While I am not done with what this game considers a story, I found plenty of faults and things that can be improved upon. Here are my observations thus far.
1)Minimal use of crops. Farming is mandatory unlike in other games in the genre. You need it for energy. The fact even walking takes up energy means you need food on you at all times. In other games of the genre, you can gift your crops, later point, sell your crops, eat crops raw.
2)Gifting is essentially not existent. The only way to make your crew happy is via the stew. Rather disappointing. Like vanyel said, the fact you can not upgrade their shacks is also upsetting.
3)Tool upgrades. The only way to improve your tools is to gain crew happiness via the stew. Which can be a hassle if you don't have a members favorite ingredient.
4)Lore? is possibly thrown at you from nowhere. During one fetch quest, I found an item regarding lore of this world. I feel that lore should be mentioned near the beginning of the game. When I found this item, I was confused, "This game has lore?"
5)Story seems minimal. You get stranded on an island in a storm. Good concept but it seems there is no incentive to make this place a thriving new society. Just surviving is good enough.
6)Crafting materials. These are a major hassle to get because you can not get them easily. You have to row to one of the nearby island, search for refilling chests, hope they have what you want and or need, return to your main island craft what you can, sleep and repeat. And due to the fact, every thing you do takes energy, even rowing, well, you may get to the island, need to eat to sprint around to make the process faster, eat more and this I feel complicates the process.
I feel this game qualifies as more of the Adventure/RPG genre rather than farming simulation. Developpers, I enjoy this game a fair bit but feel there can be some improvements. I do hope you can this criticism into any possible new updates and or content.
roka_can Jan 21, 2020 @ 12:47am 
Hello angelicsyren7!
First of all, thank you for your detailed feedback and the constructive criticism.
I'm happy that you enjoyed the game despite the criticism you found and I can assure you that we take every feedback we get into consideration for future updates.

Many points you have spoken about align with the feedback we got from other players.
We are currently working on future updates to adress the feedback we got since the release and add more content to the game. I can't go into detail about the next update but I hope you look forward to it! :)

Feel free to join our discord server if you have more feedback to share with us or if you just want to be up-to-date!

discord.gg/rokaplay

Cheers!

roka_can
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