This one has been real fun to work on, but also super tiresome. My head has been a thousand places at once, and it has been a very hectic balancing act with long work nights and family, but I made it.
I really wanted to have this update out before the 2-year anniversary of Seablip on May 17th. I hope you like the new duel mechanic; this is a key element for how I imagined tying some of the story elements together in 1.0.
There is some stuff I expected to have in this update that I had to skip just because time did not allow it. I felt the most important thing was to try polishing the new Captain Duel as much as possible. This does not mean it is perfect yet, but I hope it will be lots of fun.
Let me know what you think about the new Captain Duel, and then I can adjust the balance if there is something that feels off.
Controller Support
Another long-awaited piece of news is that the game now has "full" controller support. You can play the game without a mouse! BUT, it is early. I know there are several bugs and possible soft locks with the new HUD navigation. So, if you use a controller, let me know how the new controller support feels and which bugs I need to squash.
Side note: I know there has been a lot of feedback on the current Seablip version that I haven't had the time to address yet. Rest assured I try to read all your feedback; I might just need some time to address balance issues and bugs.
Battle rival Captains using 17 unique swords—each featuring its own special attack ability—while crew members throw health, armor, spell books, and other useful items to turn the tide of battle. Be careful, as enemy captains can also grab items mid-battle, creating chaotic and unpredictable showdowns!
A brand new questline is added: challenging 10 mysterious Galleon Guard bosses in duel! Grandpa William also offer you a duel tutorial if you start a new game.