Game Info
Year
Players
Age
Playtime
Publisher
Collection
Ratings
Creator Score
Mechanic profile
Waiting on more creator content
Vibe profile
Waiting on more creator content
Description
Publisher Blurb:
Boat Journey is a turn-based game where you drive a boat through a procedurally-generated landscape on a voyage along a river destined for the ocean. Accept passengers to have them help you on your journey. Fight monsters, collect junk, trade the junk for fuel, use the fuel to travel to the ocean.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video 8omSPve8FCc
Neon Gorilla Interview at 2:01:38 sentiment: positive
video_pk 80211 · mention_pk 301639
Click to watch at 2:01:38 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Original game (not a localization)
- highlights of Seoul, South Korea
- includes food, festivals, shopping
- itinerary building tableau building game
- great art
Cons
none
Thematic elements
- Travel, food, festivals, shopping
- Seoul, South Korea
Comparison games
- Let's Go to
Mechanics (from transcript analysis)
- Itinerary building — it's an itinerary building tableau building uh, game for all the players.
- Tableau Building — it's an itinerary building tableau building uh, game for all the players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- It's a tough It's a lot of work. It's a lot of work, a lot of uh time, you know, a lot of upfront costs uh and things like that.
- Because in my mind, crowdfunding was, hey, I'm a I'm a person and I had this dream and I want to get my game out. Not, hey, we're a successful company, but we're going to do this thing because, you know, uh we want to use your money to buy to to get our stuff and then we'll do it and you test the the waters for us.
- They'd look at me like, 'Get another job. Get another job. You're you're in the wrong business, man. This sounds like a sucky business, right?'
- I think the fact that you can market that way and you have a platform, it makes it easier.
- the only marketing that there's two that I well three con that I would stand by conventions of course, I would go to retailers uh and do demos like you know just drive around hit a bunch of retailers do demo nights and things like that and and teach the game there and then three would be free copies to retailers to put in their library and push the game.
- I just feel it really should be for the the dreamer that wants wants their game out there kind of thing.
- the paid preview stuff just doesn't do that well.
- I think we're all just kind of collectively numb to a lot of that.
- I believe everyone I mean they have an audience. So, you know, even if they had a hundred people in their audience, but if you know me sending out review copy and I can get, you know, two three people buy it because of that, I feel like I've made you know I've made my my money back psychologically.
- There's a novelty to that tactile experience of and and being around the table with other people.
- I almost wonder actually is are board games going to continue to get more and more popular the further we go into AI tech, everyone being jacked into the matrix and that will be like this this um this haven for people to actually still have real human experiences with each other next to each other.
- Dogs of War will be the the next uh big hit uh of that line.
- It is great and it's an alien. It's a game about aliens, but also different take. They're not looking to conquer or anything. They're seeking knowledge.
References (from this video)
No references stored for this video.
Video HHFDxyjHW4U
Meeple University Rules Teach at 0:34 sentiment: positive
video_pk 31580 · mention_pk 279689
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Accessible and quick to learn for a wide range of players
- Vibrant, culturally flavored art and theme that invites exploration
- Engaging decisions around card placement and timing
- Guardian mechanics add variety and strategic depth
- Flexible play length (single day or multi-day journeys)
Cons
- Potential element of luck in card draw and order
- Prototype components may change before final release
- Cultural theming requires careful presentation to avoid stereotypes
Thematic elements
- tourism, city exploration, celebrating local culture
- Korean city of Seoul during a travel-themed holiday
- semi-abstract, day-by-day itinerary construction with highlights, delights, shopping, and guardians
Comparison games
none
Mechanics (from transcript analysis)
- Card Drafting — Players add cards to a personal tableau and reveal or acquire other cards to city piles, shaping their day.
- card drafting / tableau building — Players add cards to a personal tableau and reveal or acquire other cards to city piles, shaping their day.
- Compound Scoring — Highlights, delights, and shopping cards contribute to scoring through patterns, color sets, and combinations.
- deck-driven play with a nine-card limit — A single shuffled deck and a nine-card tableau cap drive planning, with non-guardian cards contributing to the day’s plan.
- guardian powers — Six guardians provide special abilities that can be activated or saved for scoring discovery points, altering strategy each day.
- set/sequence-based scoring — Highlights, delights, and shopping cards contribute to scoring through patterns, color sets, and combinations.
- two-path turn structure — Each turn can be a 'book' (play a card to tableau and reveal another to a city pile) or 'experience' (reveal a pile, add to tableau, then replenish hand).
- variable-day progression — Players can play a single high-scoring day or stretch the journey across two or three rounds, tallying scores day by day.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "Soul Journey is a simple and quick playing game which leans into the fun and vibrancy of Korean culture."
- "The end of a day's play triggers once someone has a tableau of nine cards, and players count their discovery points to see who has best experienced the city."
- "Shopping cards when played are kept to the side. They are not linked to highlights. Since on travel, you can go shopping anytime."
References (from this video)
No references stored for this video.
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