Yarr me shippey by Labete
Ahoy Captain
The last captain - Stinkbeard was just found dead. The ship is yours to command now.
Beware though:
* Blimey, the food reserves are low;
* No booty to be found on ship;
* At least we have enough grog to keep the crew ~~happy~~ tolerable for a few days;
So, as you can image the journey isn't going so well, and the men can smell it. Just listen to all the grumbles when you are not around. But you are the Captain! You will show them their place, right? The sea is unpredictable as is your crew - what challenges will you face, how long will you stay alive? Will you find treasures of the bottom of the sea?
Best of luck, Captain!
P.S. Your crew, totally not plotting a mutiny
Follow Instructions. Keep an eye on morale indicator on the left side of the screen. Don't forget to drag respective dice to their slots when doing checks.
Bugfix update v1.01:
Please use this bugfixed version if you want to get more coherent gameplay, while still keeping with jam rules, as it fixes most obvious bugs without really introducing any new features yet.
Fulls changelist:
- Fixed a case, where pressing new day with losing morale would display LOSE screen together with new days' event;
- Fixed a case, where reaching losing morale mid event handling would show LOSE screen, but wouldn't hide everything else;
- Fixed dice not being cleaned up with "Next day", blocking the action slot;
- Pressing "Next day" closes any open action checks;
- Fixed "Clean deck" action; now if the deck not cleaned, the crew will lose 3 morale for each day it wasn't cleaned;
- Reduced "Clean deck" action needed dice number to 1 as it was always intended;
- Made dragged dice to always be shown above everything;
- Added a text note for action, that don't have any implementation yet;
- Fixed issue where you could drag (and pass) already failed check;
- Fixed "Rest" action not allowing rerolls;
- Actually randomized rng seed, so replaying game now feels less similar;
Working ship actions:
- Rest - Put any non-blank die to allow rerolling all non-used dice;
- Clean Deck - Dirty deck lowers crew morale. With each day the deck is not cleaned your crew will lose more lorale;
- Raise Morale - Raise morale for each crew member you have (raises more morale for inactive crew members to faster get them back to work). (Originally intended to be done only by captain dice (red), but any type works for now. Though if you want to play the intended way, only add red dice there);
Planned ship actions:
- Fish - Spend dice to acquire food to feed your crew;
- Search - (Lookout) Look for new destination to sail for or extra events;
- Sail + Row - Try to get closed to destinations found previously via Search action;
- Attack - Attack other shippeys;
- Invent - Work on long term project boosting existing actions;
- Train - Train some crew member to change their die faces;
Detailed explanations:
Drag your crew dice to respective event requirements

Icons above dice slots specify which dice are allowed

Every action modifies your crew morale

Each crew member has different dice configurations
Captain is special - he has 3 action dice (red). All other crew has one die each.
Gaining or losing morale affects how many of your crew contributes to your daily tasks and events.

Credits:
- Beatričė Kasiliauskaitė - Art, Audio design, Game design, Story, ideas
- Justas Tomkus - Programming, some ideas
| Original Jam Version (Windows) | https://drive.google.com/file/d/1KgzYk2LTbv0oNT2_e59uWFFQ7aafL_fL/view?usp=sharing |
| Godot 3.4.2 | https://drive.google.com/file/d/1g0b5K6AQukJTQAk_KWnDwtzQchMcXWwX/view?usp=sharing |
| 1.01 bugfix update (Windows) | https://drive.google.com/file/d/14BNwuf1BAJoo_xXZzW4Jmk_XkcgYrOA1/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/50/yarr-me-shippey |
Ratings
| Overall | 1081th | 3.203⭐ | 39🧑⚖️ |
| Fun | 1008th | 3.081⭐ | 39🧑⚖️ |
| Innovation | 539th | 3.472⭐ | 38🧑⚖️ |
| Theme | 1288th | 2.875⭐ | 38🧑⚖️ |
| Graphics | 1069th | 3.081⭐ | 39🧑⚖️ |
| Audio | 747th | 3.043⭐ | 37🧑⚖️ |
| Humor | 472th | 3.314⭐ | 37🧑⚖️ |
| Mood | 968th | 3.222⭐ | 38🧑⚖️ |
| Given | 50🗳️ | 77🗨️ |
Once thing that definitely help understand what is happening is the shell with the logs, I wouldn't have thought to include it.
The art is a plus !


Managed to get my crew back safely so I'm happy :)
@aflatthrasher Yes, that is a bug that is fixed in the update if you interested in trying again.
@garazbolg2 We were trying to fit the theme always trying to postpone the moment the crew overtakes your place. And the delay would via actions you take, some straightforward, some maybe more underhanded.
@lisyarus The new update fixed some action allowing to regain morale by choice and giving more control over your dice. Marker other actions with "[Not implemented]" to avoid confusion. Also thank you for posting the bug, it's fixed now.
@mistagiggles Thank you for feedback. We are working on adding highlights and explanations.
@aflatthrasher @garazbolg2 @thekimeo @mrevilguy @lisyarus @boxedmeatrevolution We are also working on post-jam update, that brings in the planned functionality (more actions, events and variations, more resources to manage) we did manage to fit in ludum dare time frame.
The game is good, but fix the bugs after the jam))
You are free to play original submission OR the updated version OR both and see what actually changed and how.
We thought about ship too. Congrats!
I would love to see a totaly finished game like this!
Will try to developer a bit further when we get a chance. Will post the update at a later time, so keep an eye on us :sweat_smile:

A fun entry! Reminded me of FTL, which I love.
I liked the mechanic to roll dices, definitely has potential, is a bit confusing at first (but that is standard for any sort of remotely complex mechanic introduced in a gamejam game, really ^^)
I played the bugfix version btw :)
Music was fun and fit the topic!
I feel like the luck could be a bit better with rolling the dice, normaly I'm a lucky gal in Witcher for example ;P
A fun game! Would definitely like to see this polished for a postjam version :) Good job guys!
Will try to make an update sometime soon with more balance change and will ping you then. Also thank you for pointing out which version you played.
It would have been nice if the systems were more complete. As it is, it feels like the player doesn't have a lot of decisions to make. And not knowing what the scenario's dice requirement will be, it feels like random luck. After a few turns I kind of went into auto-pilot, attempting every scenario and not really looking at my dice, and I managed to win.
But initially, it was very engaging. Lots of potential here!