Setting Sail In Ship Of Fools - A Nautical Roguelite Review

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Hey Tappers, I know not everyone is a fan of vids- so, strap in, if you were curious to know a bit more about Fika Productions recent release, The Co-op Roguelite - Ship Of Fools.
Avast, Gather Round For The Tale Of The AQUAPOCALYPSE
Or don't, because Ship of fools isn't an overly dense narrative experience- and it wastes very little time introducing you to the basic premise of 'The world is both flooded & consumed by an endless storm' - go fix it you, you vapid pack of numbskulls.
And that's not really hyperbole- given that within the few story scenes that are present, one of the biggest reoccuring themes is the literal foolishness of the protagonists.
The NPCS you rescue and encounter might have their theories, and experiences to share- but at best, they're going to earn an 'OK' before the fools blithely charge headlong into the storm in search of it's elusive heart.
Chart A Course For Adventure, Ye Fortunate Fools
Though, reaching the heart is a bit of a process in and of itself. Essentially, Ship Of Fools sees you navigating the sea in a grid like format- trying to gather as many resources, and relics as you can in order to be able to survive the seas.
That said, what makes this a bit different in comparison to other grid or path based rogues- is the fact that you're not just trying to run through as many points of interest as possible. I mean, you are -but- you're also needing to readjust on the fly, and compensate for the fact that the storm itself advances- an event that happens after every 3 moves you make. Once a hex has been swallowed by the darkness, it's lost to you for that run- and given that the storm doesn't necessarily advance uniformly, you'll sometimes find yourself needing to make measured decisions as to whether you need to rush forward using wind currents to reach a far point faster, or if the possibility of a Survivor being swallowed by the sea is worth it to you.
Spoilers- it likely isn't, since finding the various survivors unlocks meta-progression options at your hub area, The Great Lighthouse.
Secondary Spoilers: No- I didn't disable the map Legend, there just isn't one.
Though, before you get to that bit of progression, you'll need to make progress- and Ship Of Fools has a little bit of a learning curve- specifically, with it's combat. Notably, it's not the protagonists which are in direct danger in this title- Because despite starring in a rogue-lite, the fools are so hardheaded, the worst that can directly happen to them, is getting momentarily stunned. Instead, you have to fend off enemies -away- from your ship, the Stormbringer- because once it's hull has been riddled and ruined, your run will come to a -very- abrupt end.
Which makes that aforementioned stunning a bit of a problem while shellfish are tearing up your deck, pufferfish are Suicide bombing on the starboard side, and there's a small inferno consuming the other end.
It's then further complicated because you'll need to fend them off with turret like cannons. Which need to be reloaded -and- manually picked up and placed at specific points on the ship, even as you're being swarmed. It's honestly frantic enough that I've accidently flung them over the side.
I've also accidentally picked up resources and shoved them -into- the cannon, because, well- you can load almost anything into them. Money, Planks, Chests, birds - really the only things you can't fire off are relics, artifacts...and well, each other.
(You're lucky, Hop).
It's a frantic bit of fun in execution, especially when you enter a flow with your companion in loading, and swapping things around, as you're assailed - though things get a bit more awkward as you get boarded- because while you can fend them off with a paddle, and even pry enemies off the ships side-  you can also knock each other around.
That said- this doesn't quite work as smoothly in single player. For one thing, enemy numbers and durability don't differ one way or the other. Worse- while you -do- get an auto cannon companion, it still needs to be loaded and placed manually, which can be a bit much when you're being overwhelmed. And you're entirely on your own when the decks swamped- which can lead to segments where the entirety of your ships health gets scorched away in a disasterous wildfire, while a pack of  pyromaniacal penguins keeps you stun-locked.
Oh, and the biggest insult? It's omitted from any form of Meta progression. All those tasty calamari tendrils that you'll gradually accrue from exploring, beating bosses, and ending your runs dead or alive? Yeah, you can invest them into things like better starting resources, more health, even better end of region buffs, and more items in your pool.
That said- one of the biggest helpers is better guns- and while both players can bring in different upgraded types, a single player is always limited to a slow shooting 'auto' cannon that is -directly- equivalent to the default weapon at base level.
Yay.
It's actually a bit frustrating too, because it's failing meant I felt a bit more compelled to use some of the -very- limited cargo space you have (Initially 3, max 5), to carry around repair planks. Which is awful when you realize this shares space with, certain powerful artifacts you can find, and ammo generators. So, 1 spot's already taken by default- unless you're brave enough to throw it overboard and rely strictly on seagulls and other improvised arms.
I mean- you -can- slightly finangle things, by carrying -resources- manually as you move areas, but relics are only active when properly slotted, and anything not held down or nailed down is flying off into the sea when you transition rooms.
Sailor's Delight
I'll give the game some credit though- despite it's quirks, it's an absolutely lovely experience to look at. I really do enjoy the enemy designs that are introduced in each area, as well as the overall flavour for each regions appearance.
That said- I whilst there are plenty of unique enemies that are introduced in each spot, including some very intimidating boss battles- the reintroduction of reskinned enemies at the tail end was a little less than impressive.
...It's hard to stay mad though- when you have the games soundtrack going off though. Without an ounce of exaggeration, I was actually floored by the soundtrack when I first reached the last boss, it's a treat- as was the journey there. Whilst it's not the sort of catchy thing I'd find myself listening to endlessly on my downtime- it's certainly a solid accompaniment to my sailing.
But Was I Left Salty?
Well, like I said- this is a first look. You're not getting a final say from me, persay. I -do- think in it's current state that it's a very fun game in Co-op, and struggles a bit in single player . . . But there's some distinct issues.
Notably, the game ends on a cliffhanger, both on a narrative front, and a gameplay one. Simply put, the story isn't done yet- what's more, once you do clear the game, there isn't more to come, insofar as deeper difficulties, optional routes, or hidden bosses - right now.
What I mean by this, is that the developers have come out and said that there's some content yet to be implemented. If you're curious about this- there -is- a Roadmap coming, and I've also been given the chance to talk to the Developers. (So if you have questions for them, either comment here, or on my Youtube, where the Actual Full review is eventually going to be posted- As well as the Interview. I'll also be posting a pared down Transcript here).
In the interim, however- well. While I enjoyed the content, I'm at a bit of a loss for what to do now. I still have a pair of additional Fools to unlock, by doing certain ingame tasks (one of which I know is by getting beaten up a bunch).
I know this, because it didn't actually unlock for me in Co-op. You can help a friend as much as you want in 2 player, but you don't get any of the unlocks they do- only Tendrils for Meta Progress- which is, also, ...Yeah.
It is what it is. I -am- curious what the future holds, especially since I think there's plenty of good ideas here- but, we'll see.
In the interim, if you need to find me -
Youtube→ www.youtube.com/c/CritHit
Discord→ https://discord.gg/frR8YAS
Arly's Twitter→  https://twitter.com/IndieArlyeon
Twitch→  https://www.twitch.tv/arlyeon
Patreon→   https://www.patreon.com/CritHit?fan_landing=true
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Kef
Kef
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Great review! I love a lot of the ideas here, but I think I'm gonna wait and see how it shakes out once it's been patched and such
11/28/2022
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Crit Hit Arlyeon
Crit Hit Arlyeon
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Thanks for commenting. I can definitely understand the desire to wait. I'm actually going to be interviewing the developer shortly, so I should have a much better idea of what's in the cards for the game.
12/21/2022
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