Currently, the sailing system feels overly streamlined and lacks the depth expected from a maritime-focused game. At the moment, navigation feels more like "driving a car" than commanding a vessel. The physics of the wind and the management of the sails feel secondary or even non-existent.
Key Issues:
Lack of Physics: The boat seems to maintain a constant speed regardless of wind direction (tacking and jibing are missing).
Over-Simplified Controls: Pressing a single button to "auto-speed" removes the skill gap and the satisfaction of mastering the sea.
Visual & Functional Feedback: There is no clear way to see or manually adjust the trim of the sails, whether on a small rowboat or a large ship.
The "Arcade" Feel: The current system feels very similar to Assassin’s Creed IV: Black Flag, where the complexity is sacrificed for accessibility. This makes all ships feel identical and shallow.
Suggested Improvements:
Manual Sail Trimming: Allow players to adjust the angle of the sails to catch the wind correctly.
Wind Influence: Speed should be significantly affected by the "Point of Sail" (angle relative to the wind). Heading directly into the wind should stop the vessel.
UI/UX Overhaul: Add a clearer wind indicator and manual controls for raising/lowering sails in stages (e.g., Reefed, Half, Full).
Ship Differentiation: A large galleon should feel heavy and complex to maneuver compared to a nimble small boat.
Final Note:
I really hope the current system is just a placeholder. For a game with this potential, deepening the sailing mechanics would transform "travel time" into an engaging gameplay loop rather than a boring "point A to point B" transition.
If the game is called Windrose , well I expected that the wind to play a significant role in the gameplay and not none .