4 comments

  • marvinblum 11 minutes ago
    I bought it a few days ago. Thank you for including native Linux support <3

    So far, it's really fun and the tutorial is great! A few things that could potentially be added to the game:

    - Crew management (nothing fancy, just a bit, like food management)

    - Different kinds of torpedoes (if the US had that, I only know about German submarines)

    - Countermeasures (like noise makers)

    - Seeing resources (number of torpedoes) on the campaign map

    - A better indication whether a ship is sunk or will stay afloat (I resolve and don't know if the ship has been sunk or not)

    - And German submarines + campaign of course

    • epaga 8 minutes ago
      Thanks so much! A few of those are on my (very long) list already. It's been so great getting so much positive feedback and ideas coming in.
  • magistr4te 52 minutes ago
    The game has quite the AI smell, which I think does it a disservice. The website feels AI designed, the game (transparently) uses AI graphics; it's hard to tell where the line between handcrafted and generated lies. Immediate question that shoots in my mind is: "How much of the game design is just LLM hallucinations?" As someone who's played around with using AI for games too, this makes me not even want to give the game a chance. Which is a shame, because I think the concept is really cool. Its just tainted by something that subconciously signals me that you dont really care much about your creation.
    • epaga 11 minutes ago
      I'd also like to hear what AI smells you are picking up in the game.

      The only AI graphics in the game (as described on Steam) are literally just clean-up jobs of existing historical maps. That is it.

      This is very much a hand crafted game. The design is my own - what I heavily used AI for was the coding side of things as well as for creating my own tools for myself to design things like ships, instrument dials, shipping lanes, etc.

    • colinb 36 minutes ago
      Can you explain more please? I recognise some Claude-isms when reading text, and I recall image generators that added more fingers than are usual, but I don’t know what the 2-d graphics on the app home page signify in this respect.
      • budsniffer952 3 minutes ago
        I can explain: it's another person "too good for AI". It happens it happens in every single thread now.

        These people think that "hand written code" is superior, and they would prefer no product exist at all then something be AI assisted. They say idiotic things like, "is the whole game hallucinated?" as if they've never used an LLM before, and that having AI help code means you don't spend time play testing (when in fact you can spend more time there).

        Most of these people are simply angry gatekeepers who can't stand that "writing code" is no longer their personal advantage, and they are bitter.

  • kelsolaar 1 hour ago
    I did the tutorial, it was good, I think that what would help is maybe have the arrows where people need to look at have some animation, e.g., pulsating scale or colour, something elegant but hard to miss, took a little bit at times to find them.
    • epaga 10 minutes ago
      Thanks for trying it out and for the feedback! I used to have the red arrows be pulsating and got feedback that it felt "too much" and kind of out of place in the game... probably need to find a middle ground.
  • serious_angel 3 hours ago
    [flagged]
    • Neekerer 2 hours ago
      >This is not art.

      Correct, this is a sim game, a genre of game that typically puts data at the forefront and art on the burners.