u/sephirith

Image 1 — Tidefall: Public Playtest 02 | A Maritime Idle MMO with Sailing, Trade and Piracy
Image 2 — Tidefall: Public Playtest 02 | A Maritime Idle MMO with Sailing, Trade and Piracy
Image 3 — Tidefall: Public Playtest 02 | A Maritime Idle MMO with Sailing, Trade and Piracy
▲ 19 r/PBBG

Tidefall: Public Playtest 02 | A Maritime Idle MMO with Sailing, Trade and Piracy

Good evening folks,

I'm opening up the second public playtest for Tidefall and would love some fresh feedback.

Since the first playtest, I've continued refining the game with daily patches, with a lot of work focused on mobile design, presentation, feel, and the early player experience. This round is about seeing whether those improvements are landing, especially on mobile, and whether the game feels more compelling, readable, and worth investing further in.

Play here: https://www.playtidefall.com
Discord / feedback: https://discord.gg/Y4bMAA5t2c

Tidefall is a premium maritime-themed online game that combines idle progression with a persistent real-time 2D world where you sail between ports, gather resources, trade, explore, fight enemies, and pirate other ships. You start as a single captain with one ship, building your way up through trade, gathering, exploration, and combat. Over time, the goal is to grow from a lone vessel into a fleet, expand your influence across the world, control valuable resources and territory, and take part in larger guild warfare across a persistent online world.

I previously built Genleo: The Land of Eratica back in the 2000s, and Tidefall is my return to the kind of game I've always loved making: persistent, progression-focused, and built around a world that feels alive.

What I'm after:

  • 15–60 minutes
  • No download
  • No registration
  • Honest first-impression feedback, especially on mobile

I'm also interested in feedback on:

  • How the game feels on mobile overall
  • UI readability, font sizes, and tap comfort on smaller screens
  • Whether the layout feels clean, cramped, or difficult to use on mobile
  • Map readability, colours, and clarity while playing on a phone
  • Performance, responsiveness, and load times on mobile
  • Whether the opening tutorial experience feels appealing, confusing, or slow
  • Whether the concept feels strong enough to keep developing

For anyone who played the first public playtest, thank you. A lot has changed since then, and this round should feel noticeably more polished. If you give it a try, I'd really appreciate any thoughts either here or in Discord.

u/sephirith — 4 days ago
▲ 1 r/PBBG

Tidefall: Public Playtest 02 | A Maritime Idle MMO with Sailing, Trade and Piracy

Good evening folks,

I'm opening up the second public playtest for Tidefall and would love some fresh feedback.

Since the first playtest, I've continued refining the game with daily patches, with a lot of work focused on mobile design, presentation, feel, and the early player experience. This round is about seeing whether those improvements are landing, especially on mobile, and whether the game feels more compelling, readable, and worth investing further in.

Play here: https://www.playtidefall.com
Discord / feedback: https://discord.gg/Y4bMAA5t2c

Tidefall is a premium maritime-themed online game that combines idle progression with a persistent real-time 2D world where you sail between ports, gather resources, trade, explore, fight enemies, and pirate other ships. You start as a single captain with one ship, building your way up through trade, gathering, exploration, and combat. Over time, the goal is to grow from a lone vessel into a fleet, expand your influence across the world, control valuable resources and territory, and take part in larger guild warfare across a persistent online world.

I previously built Genleo: The Land of Eratica back in the 2000s, and Tidefall is my return to the kind of game I've always loved making: persistent, progression-focused, and built around a world that feels alive.

What I'm after:

  • 15–60 minutes
  • No download
  • No registration
  • Honest first-impression feedback, especially on mobile

I'm also interested in feedback on:

  • How the game feels on mobile overall
  • UI readability, font sizes, and tap comfort on smaller screens
  • Whether the layout feels clean, cramped, or difficult to use on mobile
  • Map readability, colours, and clarity while playing on a phone
  • Performance, responsiveness, and load times on mobile
  • Whether the opening tutorial experience feels appealing, confusing, or slow
  • Whether the concept feels strong enough to keep developing

For anyone who played the first public playtest, thank you. A lot has changed since then, and this round should feel noticeably more polished. If you give it a try, I'd really appreciate any thoughts either here or in Discord.

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u/sephirith — 4 days ago