The Fogbound Sea is a text-based exploration and crew management game. Manage an exploration company, gather your crew, evolve with them and discover the dark secrets of Cradle End!

The game features several islands to explore, each with its own secrets, as well as several sailors who can be trained and join your crew.

This project, except for the audio files (listed below), was exclusively developed by me, CCadori, during the period of one week, as a submission for the Godot Wild Jam

The game can be played entirely using just the mouse.

To play, you will need to assemble your crew with 3 members, then choose a destination island. Then just press "Start".

Successful challenges result in improvements, both for the sailor and the company.

Failed challenges result in the death of a sailor.


All game sounds can be found for free on the website https://pixabay.com/

Updated 4 days ago
Published 24 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorCCadori
GenreAdventure
Made withGodot
TagsExploration, Idle, Management, Text based

Development log

Comments

Log in with itch.io to leave a comment.

(+1)

first impression was really good. nice artwork. i was confused where my crew ended up after the first expedition until i realized that i have to remember the names and recruit them again. the events are a bit random so there is not too much that keeps one wanting to explore more. but there is certainly potential there.

Hi dzambhala, thanks for commenting, I'm working on a new version that addresses most of the issues mentioned, and adds a lot of depth to the game (relics to be discovered and collected, crew upgrade options, etc). If you're interested, consider following the project 😊

It's just too random
There's no reliable answer yet skills dont seem to affect it that much, a minor case of insomnia kills your crew, there's no 'winning', and if answers change but your stats can't brute force the wrong option then you will always lose good crew and are blocked further from progressing

It seems like an interesting story don't get me wrong, but it's a good story, not so much the game part of it, how we interact with that story

Could still stay along the same vein of what's already here if you wanted, but it needs some adjustment

Hi PJO, thanks for the review. It does indeed lack a lot of player control over the outcome.

I'm planning some changes in this regard, such as allowing the player to choose which sailors to risk in a challenge, displaying the win percentage for each challenge, and adding more player input to the story.

Thanks again for the review. If you could test it again in the future after the changes are made and leave a review, I'd really appreciate it!

maybe there should be resources gathered by the boat.

and those can unlock bigger boats or something.

bigger boats, longer trips, more events, hospital for crew. etc ;)

then creating a good crew would make sense.

These are some really cool ideas! Some of them are in development, like ship upgrades, allowing for larger crews and expeditions!

Thanks for playing and leaving your feedback!

I love the art here - the style is simple and everything is clear and understandable.

That being said, I think the struggle I'm having with it is that I feel like I'm making blind decisions. When I only have 2 options to choose from and it's not guaranteed that my stats will lead to a positive outcome, I feel like my decisions don't carry as much weight as I think the game wants them to have. I ended up losing my level 3 explorer to said 50/50 random outcome and it left a bitter taste in my mouth. 

Given, these style of games are not the kind of games I gravitate towards, so it could very well be that this game isn't for me. And that's okay :)

(+1)

Thanks for playing, Crimson!

I agree with your points, currently the stats carry some weight in the final result of the challenges, but this weight still leaves room for a lot of randomness.

I'm planning some changes that should improve this aspect, since I loved working on this project and I believe there is a lot of room for improvement!

Once again, thank you very much for taking the time to play and leave your opinion!

I am not sure if my crew selection had much of an impact on any of the outcomes. They seemed to be quite random. I am assuming there is some kind of minimum value required for a successful encounter. The ability to get permanent upgrades would have helped.

The art and audio are great.

okay, I dont get this game.
Like sure, I get how to play it.
but it feels like I just choose the 3 guys with the best stats, sent them ashore (in my case also was to the "La Isleta...").and pray that none die.when choosing options, always choosing the one option corresponding to the higher team stat.
none the less my level 4guy jsut died in the last journey and I am back to level 1 guy -.-
dont really see how to improve here, as I jsut keep throwing newbie in there, hoping thta one might survive a few journeys before dying.