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Caribbean Admiral

rated 4.19 / 5 stars
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Credits & Info

May 5, 2013 | 4:51 AM EDT

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Author Comments

Rebuild a powerful fleet and destroy a strange ghost ship, which appeared from thin air out of the fog! Enjoy 12 different ships each with lots of upgrades. Loot pirates and slay their bosses. Visit 10 towns on your caribbean journey!

- Spell checking
- Faster salvage
- Stronger Boss



Rated 5 / 5 stars

Love the game, been playing for hours!

It's great the way it is, but some things that would make me like it more;
-More ships per fleet? Maybe that one's just me :P
-More in depth tutorial

And that's it, it's an awesome game!


Rated 5 / 5 stars

you would think the hero of this story would have the foresight to keep some of his money in a safe in case some of his ship sink also fun game


Rated 3.5 / 5 stars

so adicting


Rated 5 / 5 stars

A few words of advice:

Don't go up the left tech tree for ships. It's not explained in the game, but the left tech tree is for Trading ships, and the right tree is for Military ships. However, if you use military ships, you can access later areas of the game sooner, and can trade more expensive items (trading few expensive items is the same as more less expensive items.)

My second word of advice is how to make infinity money. Not literally infinity, but I was like 'wow, I already made 700k... wait, no, that's 7 million'. Find two ports. I used the two starting ports of the game.

At the first port, buy something that is 'low priced', preferrably the most expensive thing there. Sail to the nearby port, and sell it all (if it's for profit), buy something cheap, and sail back. The way the Buy/Sell AI works, is that if you buy a lot of something, the AI increases the price (like if you buy all the coffee, there will be a higher demand for it at that port) and when you sell it, the price crashes. By sailing back and forth, you end up buying coffee for cheap, selling it for expensive. I ended up buying it for less than 900 and selling it for 2300.


Rated 4 / 5 stars

Great game! This game was very polished and yet unbalanced at the same time. Some comments:

-- It was never explained what the role of sail/crew play in the game. I'm guessing sail has to do with AP as that's where I aim when I want to knock down an enemy's AP. But it was just an educated guess. We cannot even see the sail/crew level during a battle.
-- Likewise, what determines who gets the first turn in a battle? That was critical early on.
-- Also, it seems that how the enemy ship's destroyed have little impact on the amount of $ / cargo you salvage. So sometimes after draining a ship's AP below 15 (rendering them useless) or boarding them I'd still sink them to pad my "ships destroyed" count.
-- I never bought any ship on the left column -- they seem to be good for nothing except large cargo sizes for easier trading. But they are ridiculously expensive. While money is relatively easy to make in the game, I'd rather pay a large WP cost once and lower ship prices 3 times, rather than the other way around.
-- When upgrading a ship, say from the 1st one to the 2nd one, it'd cost $8K. But I understand that when you bought the ship, what really went on is you sold your old ship for $1.2K and bought the new one for $9.2K. Thus a big "-9200" appeared on the screen, while only 8K was deducted from your funds. While I understand it, it could probably be confusing to some.
-- I like how on the map it's indicated what are the goods that are cheap or valuable at certain cities, but those icons should update themselves as the prices do. E.g. I bought enough coffee at one place to raise the price from $13XX to $17XX, and on the map it'd still say that coffee is cheap there.
-- One of the cities (forgot which) has icons that says gunpowder is both cheap and expensive there. Is that a bug?
-- I managed the whole game with free canon balls, and only used dynomite in the final boss fight. Idea: have projectiles that leaves effects on enemy ships (e.g. smoke grenades decrease their accuracy for a few turns, tear gas that stuns for a turn, etc).
-- You could also create an option that allows repairing a ship during a battle (that costs AP). Right now with no healing the strategy gets monotonous pretty fast.
-- I once managed to get three 50% boarding attempts to go and killed a moderately strong fleet in one turn with zero harm. And I earned a total FOUR WPs in that battle. How are those things calculated?
-- The game was a little slow on my Core2Duo laptop and super slow on my netbook. Half the time was spent watching canon balls fly around like we're on moon gravity. I already have the game on low quality.
-- I like how each ship has a different upgrade tree (even I didn't use most of them). Music was great too.
-- Some tips for those struggling (if anyone actually reads this deep into my rant): 1) Spend the "stars" on AP and accuracy first, then damage and hulk, and finally cargo.
2) Buying a new ship is always better than upgrading, because you don't get the valuable WP spent on upgrading back. I only had upgrades on my first ship ('cause it costed next to no WP), and the very very last (when that's the only way to improve).
3) If you can't kill an enemy ship in one turn, make sure you knock its AP down to 29 or less, so it can't shoot twice.
4) Don't carry any goods when you plan to get into fights. Sometimes you get A LOT of cargoes from them.

Overall, too many things unexplained and the battle strategies were too simple. But it's already really good as it is, with the making to be great.