In Russia, they love games about pirates. They love not only to play, but in addition and have - remember "Corsairs ".Moreover, Russian developers are so harsh that they'll, in splendid isolation, literally in nine months make a task, which, certainly, is Sid Meier's Pirates! will not likely lay on the shoulder blades, https://www.science-kombat.com/ (science-kombat.com
) but has the capacity to attract attention. You want Sink Again, which happens to be 95% created by an individual - our compatriot, hiding underneath the nickname Artem Flatcoon. Why's the experience good and what is not so excellent?
Sink Again is a mixture of roguelike, board games plus some turn-based tactics and the aforementioned Pirates! There isn't a full story campaign here, but you will find a couple of dozen separate scenarios that can be viewed as modules, such as a board game.
And they are all about funny. So, a single, on the part that old pirate-rocker, you should search throughout the archipelago for his former colleagues, show them pick or drumsticks so that they eventually agree to reunite and present a wonderful concert. And at the end of the script, we have been asked to correctly fire the ship carrying gunpowder to supply a grandiose fire show for your concert.
In other scenarios, we are searhing for fake knives to get a non-violent bloody ritual which fits the ancestor-honoring, but much more progressive tribe; collecting by far the most stinky bait to trap a whale the dimensions of an island; were buying heartless man who left his bride-to-be right at the wedding ceremony - in the act evidently he literally doesn't have any heart, he hid it in exchange for eternal life. Well, everything is incorporated in the same spirit.
My little raft
Though the gameplay is quite serious. Scenarios may be at different levels of difficulty. During this process, the experience itself occasionally makes "autosaves", if you are team dies (for example, following the ship is launched on the bottom), all progress will likely be reset will probably have to get started on over. The shame, because passage of each scenario unlocks new items, characters, their traits, pets as well as forms of islands which will be available over the next playthroughs. Everything is like a typical "bagels ".
And when everything starts on Tortuga, where we work with a team while in the tavern. Initially, there could be a maximum of two pirates inside a squad, however, under certain conditions, the number of the gang increases. In the same position we equip them initially (for which you will see enough piastres), choose a captain in the office (he gives one or another bonus for the whole team), buy food available and go out to sea.
Then this components of Sid Meier's Pirates begin! We sail on a boat between beautiful hawaii (which first should be found), in the end can attack other ships, firing cannonballs and boarding. But other pirates and their hunters will also be sharpening their teeth on us.
Therefore, marketing and advertising to pump the boat - in lots of ports there aren't only taverns (there you'll be able to change the composition on the detachment) and shops, but also shipyards, where for a quantity they increase the strength / speed / maneuverability in the vessel or the proportions on the sides for guns. We are also repairing the boat and replenishing the ammunition. Normally, everything is using the classics.
Oahu is the doing the laundry trade. Each port has an industry, and there it is rather convenient to suggest which bags are more profitable to sell here and those to buy. And you could earn cash quickly enough by transporting bananas or wood involving the neighboring islands.
Usually, the nautical part is the weakest in Sink Again. The trade works, but primitive, the items usually do not deteriorate, and the team doesn't consume food while in the voyage as well as doesn't raise an uprising. It does not apparently exist whatsoever: the pirates hired because of the squad never customize the ship's behavior in every way.
Storms and rains may occur, but which does not affect the health of the vessel. However the boat can perform crashing right port figure, if you can't reduce soon enough, and also head to the foot of this - physics is also fun here! Well, in principle, something interesting rarely happens inside the sea.
It occurs you swim for years, without meeting anyone, but at most inopportune moment hunters for pirates arrive and chase your boat. And to get acquainted with battle using them before the ship is pumped is useless. Which situation, which caused the failure of some scenarios, isn't going to stimulate, but annoys - the look off hunters wrong in size unpredictable, too strong at the beginning, it truly is too hard to get rid of faraway from them.
A pirate trait!
But also in the dungeons, the situation is more interesting. It could there be that people perform the primary tasks for your script. We carry out it inside of a step-by-step mode - we seek out and neutralize traps, open locks on chests and doors, and fight. There is also treasure there - if you will find a map of this dungeon plus a shovel within your inventory.
The success of all basic actions, the potential risk of hitting / breaking / disabling / duration to move - everything depends upon the roll of your dice, as well as by who performs the experience and what devices are on it.