Mutiny by Cataractar

As the captain of your ship you sail to the end of the world to find treasure while trying to keep the morale of your crew alive to avoid mutiny.
Manage multiple aspects of your ship and assign your crew to different jobs and keep the vessel moving. Steer the ship, handle the sails, climb the crow’s nest and prepare food for your team. A sailor is not working enough? Let him walk the plank to motivate the rest of the crew to work harder.
Can you reach the next port before food runs out and are charismatic sailors positively influencing the morale of your crew?
If nothing helps, let them binge so that even the most hardened "mutineer" will forget to mutiny.
Set sail and steer your ship to rum and glory, ARRR!
Due to the lack of time, there is no sound implemented. Sing yer own shanties!
Programming and Game Design: Cataractar
Art, Game Design, UI: Pilarius
2D-Art: Plantless
Update:
You can now play the game while sailing the seven seas (if you brought your Android device)!
We also squashed several bugs that sneaked on board:
- Fixed switching icons when sending sailors over the plank!
- Fixed buttons at the port, which weren't properly indicating which items are purchasable.
- The progress and mutiny bars were interacable when the game was paused. Now the interactability was sent over the plank.
Ratings
| Overall | 1105th | 3.545⭐ | 112🧑⚖️ |
| Fun | 785th | 3.537⭐ | 111🧑⚖️ |
| Innovation | 772th | 3.509⭐ | 111🧑⚖️ |
| Theme | 1713th | 3.426⭐ | 110🧑⚖️ |
| Graphics | 1633th | 3.305⭐ | 112🧑⚖️ |
| Humor | 1036th | 3.014⭐ | 108🧑⚖️ |
| Mood | 1704th | 3.099⭐ | 108🧑⚖️ |
| Given | 68🗳️ | 229🗨️ |
Th' game be great fun.
But I was dissapointed I didn' get th' promised booty at th' end!
Also one o' th' sailors I bought in th' first harbour didn' join me crew.
Keep on sailin' Matey! Arr
I would love to add some fightings with other ships too, but for a game made in 3 days it still impressive Good job, yaaargh!
That said, the core game-play was fantastically balanced. I loved the simple yet engaging primary loop. The complexity was just right, though it doesn't offer a lot in terms of replay-ability. It made for a thoroughly absorbing experience. Enjoyed it!
- missed a few comfort functionality (such as swapping sailors)
- more events (in addition to the port and ship boarding) could bring more replayability
- more impact from the rhum could be nice to (I almost never used it once I found my routine)
I knew I won when I engaged the woman, whose name is apparently "John" ? Not judging here, but it helps a lot for the moral of the crew !

I love the childish graphics and the mechanics work, the game looks balanced. Of course, pirate music and sound effects would have made it 3x better, but not anyone has the time and skills to add sound design to their game. Good job anyway, it was fun !


The rum is best used to prevent mutiny from happening last second but your right the sailors chug a lot. Glad you liked it :smile:
Big :thumbsup_tone1:
:purple_heart: :dart: :frog:
Thanks for the bug reports! We've released a fixed version.
Well, it's not on the Play Store, but we've added a simple Android port to the page!
Really nice game concept! Thanks for sending it over. Pacing is very good, gets quite stressful as the crew fills up and you're trying to cater to everyone. Will keep an eye out for future development!
The moral bar should be placed directly on top of the pirate heads. They were not visible when you played?
You can turn out this into a fleshed out game for mobile.
Some comments:
I didn't have any need to use the rum room or the food room (in normal mode at least). Maybe put some starving meter as well that will force you to use those rooms? Or that the bedroom doesn't increase morale too much so that you need to give them rum or food every now and then.
Congrats.
Will take a look at your shooter as well
The game uses the average morale to calculate the mutiny meter increase, so if e.g. 2 sailors have full morale while 2 others have empty morale, you are still fine.
As others said, some music and sound effects would have been great.
My only concern was about the moving the pirates. Maybe sometimes I wasn't on the right spot, but the pirate went back to his position before I started moving him.
At the moment these areas are filled up by order. If you try to move the only a sailor from sail (1/3) to sail (2/3) he will jump back to sail (1/3) which needs to be filled first.
This is not that intuitive so it will probably be fixed in future versions. Thank you for letting us know :)
I tried to put sailors near to get them better, but I am not sure I managed to obtain this
Much fun, pretty easy to grasp, if a bit repetetive after a while, and sadly no sound or music :( But the characters looked funny and the rest of the graphics was nice (Once I got a pirate whose portrait was just a white square though).
^^ Good game!
This game is quite fun, shame there is so sounds at all. You could have put some sounds an dmusic from opengameart.com or freesound.com ...
Wasn't just me or some spots, sotimes, couldn't work properly. I kept dragging sailors and they wouldn't stay in that position...
And boy do these sailors drink and eat when left alone :D
Juice it up and this is a cool entry ready to sail every port in the country ! Sac 'em Aye aye
The overall player feedback including sound sadly needed to be left behind due to production issues. Improving this would be prioritized in future versions.
As mentioned to @fredfilo the placement issue comes from the ordered placement of sailors on combined areas like sail, crows nest and cabin and should be improved as well.
Thanks for playing, keep on sailing matey! :skull:
It all works really well together and a great resource management game.
Loved how Rum was the best way to get crew members back to there best and how cruel and punishing the crow's nest can be.
Really well thought out, great job!!!
The normal mode felt too easy though, didn't even have to send anybody down the plank and mutiny meter stayed at zero the whole time - they were all very well-behaved pirates ;). Would be cool if dragging one pirate on top of another would make them change places.
Great jam work, maties!
Balancing games is always pretty challenging and even more during a game jam. Some players were struggling hard with the chosen difficulty and some had similar experiences as you did. How did you like the difficulty of unfair mode?
Switching pirates would be a good UX improvement, we'll take a look into that.
Thank you for playing, don't swim with the sharks matey :skull:
In Unfair mode, it's great. You have to understand and internalize all those mechanics you took the time to create for us. My pirate arse was kicked and I learned that I have to prioritize speed before the first port, or I'm screwed, I cannot afford the luxury of crow-nesting a lot before I can hire more help. And that was fun! It was fun to learn and fun to apply and see it working out for me.
I will try to resist swimming with the sharks. But, you know, after so many weeks at sea - anything can look like a mermaid :wink:
Whatever floats your boat ;)
I'll take a second look on the last guardian, maybe I can give you some valuable feedback in return.
Really fun game. Loved the pirate theme.
The resources ran pretty low and I found myself just boosting the speed - but got through even though. Reading the tutorial afterwards told me that I missed some keyfeatures, maybe they should be absolutely required and you can't win if not played properly, some interactive tutorial would be awesome for such a complex game behind the scenes :3
Well done!
Some music and sounds would definitely help the game, the silence made it hard to really immerse into the management thingy.
If you want to know the timestamp of when your game was played you can see it in this spreadsheet:
https://tinyurl.com/yau8hjzn
And then look in my latest videos and find your game being play (after the current stream ends)
https://www.twitch.tv/ursagames/videos
sounds will make your game better for sure but it was good.
Good Job.
I like how you have to balance resources. over all the run was too easy I think.. it needs more deep decisions and stuff. tell me if you want to continue developing this and you need ideas.
also I am creating a list with decision-based games. yours is added to my list. :) I will share it with you later!
edit : you might want to try my game. since it is decision-based as well
I would suggest making the speed of the ship depending on one sailor on the helm and at least one sailor operating a sail. The guy in the crows nest shouldn't be generating speed. When no one is steering or operating the sail then ship isn't moving at all. Then for a fully operational ship you need at least three active sailors. I think it would be more challenging this way.
Some audio would have made this great, I'm a sucker for pirate music and sea shanties. Good job!
I like how it plays, though I had some issues getting the pirates to sometimes click on the middle sail.
Small UX suggestion, I sent a sailor over the plank by accident once, so in my opinion some sort of confirmation action would be nice to prevent this.
Congrats for such a great pirate entry!!

Nice use of the theme. Good job on balancing the game. The more you take sailors, the faster you can go but wow that's also a great way to have a mutiny haha :P I got lucky enough to loot enough gold to be able to keep them well hydrated ;) ;)
https://youtu.be/lRO6eo6fBbM