• I've played it a bit.

    * The move ratio for cruisers/aircraft carrier feels low. Maybe have it 2 vs 3 instead of 1 vs 2? Actually in general I think more moves would make it more fun and dynamic.

    * Why can I only move in a straight line when I plan my moves beyond 1 turn? And only in one of the 8 points of the compass?

    * At first it felt weird to play the game of "where shall I shoot". Like, just shoot at the ship, it's right there! But then I got used to the dynamic of "is he gonna move?" and trying to anticipate it.

    * The AI isn't good enough, or at least, I won most games after the first one. I think they could use aircraft more effectively.

    * Needs a bit more hand holding early on, like "what are those dots on the radar actually revealing?" I worked out they could be land, or ships. But I still found it hard to use radar effectively.

    * Yeah, the ships are very tiny and hard to see. You could afford more pixels.

    * On some maps it might be fun to know the land/sea map already. (That also seems realistic e.g. for historical scenarios.) The first few turns tend to be a bit dull because you're just trying to map the area.

    * Relatedly, seems like you usually start at the top and the AI is at the bottom, which loses a bit of the excitement of finding the enemy. In the death match at least.

    * No matchmaking? I don't know where I'd find someone to play with....

    * I never use countermeasures. Just moving to get behind the missile/aircraft and/or dodge the gun does the job pretty ok. Maybe that's my mistake though?

  • Nice job. As someone who spends an inordinate amount of time on pixel art, I immediately noticed that something was off on the logo [1]. When I brought the PNG down, it looks like when you were trying to clean the asset (probably a background removal tool that was too aggressive), you accidentally made part of the hull alpha-transparent.

    Also, consider adjusting the sprite assets for the frigate and cruiser. Right now they look very similar, which could be frustrating if a player wanted to do a quick visual scan and identify which ships are which.

    [1] - https://navalstrike.app/assets/naval-strike-logo-xIcrDNQX.pn...

    • Thank you - you're right, it must have been when I removed the background surrounding the logo, I did it on a colour not the area and missed that the hull was the same shade. I'll fix that :)

      I'll play with cruiser sprite too, if you're curious this is how I save them:

        frigate: [
          "................",
          "................",
          "................",
          "...kkkkkkkk.....",
          "..kHHHHHHHHkk...",
          ".kHgGGGGGGGgDkk.",
          "kHHgwGttGttwgDkk",
          "kHHgGGGppGGttgDk",
          "kHHgGGGppGGttgDk",
          "kHHgwGttGttwgDkk",
          ".kHgGGGGGGGgDkk.",
          "..kHHHHHHHHkk...",
          "...kkkkkkkk.....",
          "................",
          "................",
          "................",
        ],
      • Nice~ I used to do something similar back when I made little games in BASIC using blocks of sequential DATA keywords to visually represent on/off pixels for the various sprites.
        • that brings back painful memories of typing lines and lines of DATA keywords from library books into GW BASIC.....

          I'm an embedded engineer, so it's how I would encode a sprite for displaying an LCD character, it seemed natural to do it this way!

          ETA: I've fixed the image transparency and the frigate sprite is less fat, thanks!

          • Very cool. It’s been a while, but years ago I remember using a nice little tool that somebody had made that let you export BMP pictures to an array you could drop into an Arduino C program for displaying on an RGB LED matrix.