I found it exceedingly frustrating. It seems to be well made, but a simulation of doing things I hate. Good job, I guess?
Show HN: Demo of my web game about social persuasion
11–20 of 60 posts
Re: Show HN: Demo of my web game about social persuasion
#12Re: Show HN: Demo of my web game about social persuasion
#13I found it exceedingly frustrating. It seems to be well made, but a simulation of doing things I hate. Good job, I guess?
Hehe, I've been surprised how speaking makes the social pressure real. Thank you for the feedback, it makes me think I should add some more lighthearted challenges earlier.
I've never felt quite like that playing a video game, this is a whole new experience. I'm not sure I'd even call it a game. Well done.
Re: Show HN: Demo of my web game about social persuasion
#14- Having to wait until the “say” segment starts in order for one’s speech to be recognized makes things unnatural. I can’t speak when I would intuitively speak.
- Yang Lee (sp?) was immediately unlikable to me, so I stopped playing soon after.
Re: Show HN: Demo of my web game about social persuasion
#15Too late to edit, but I realized I should have mentioned: I'm happy to answer any questions, and field suggestions, about the tech stack or game design. The tech especially isn't rocket science (first time using Tailwind, FastAPI, and sqlite, which have all mostly delighted). While the game design isn't either, it's been interesting to think about how to do (LLM) conversations as actual gameplay, as opposed to purely…
To get Yang Li's car to reboot, you'll have to trigger a new content moderation filter saying something inappropriate. She already swore, so that one won't work. Make sure no kiddos are around.
Yang Li
You've got to help me. I can't park here!
Fubaru EcoRavager
Naughty language lock
You
Oh my, your being naughty today.
Or any speech for that matter. It just forever keeps displaying the generation symbol.Congrats. It has been fun enough to buy the full version.
Re: Show HN: Demo of my web game about social persuasion
#16Too late to edit, but I realized I should have mentioned: I'm happy to answer any questions, and field suggestions, about the tech stack or game design. The tech especially isn't rocket science (first time using Tailwind, FastAPI, and sqlite, which have all mostly delighted). While the game design isn't either, it's been interesting to think about how to do (LLM) conversations as actual gameplay, as opposed to purely…
I've got two questions, just out of curiosity:
1. On the frontend, did you basically write your own engine that loads the screens / dissolves / does character and text placement, where it's all driven by some descriptors coming from a database on the back-end?
2. Is there plot branching in the game, or do the same challenges show up no matter what?
Re: Show HN: Demo of my web game about social persuasion
#17Re: Show HN: Demo of my web game about social persuasion
#18I think this has a TON of potential. Situations like these are very non-obvious and anxiety-inducing for lots of people, so if you can make this a way for people to gain proficiency and confidence at navigating tricky social interactions, it could be a very powerful value prop. My only feedback would be that it took too long to get into the first challenge - lots of instructions / introduction / scene setting. Well d…
Re: taking too long, I 100% agree. Wrestled with what to cut. Do you think skipping all the setup screens and story intro would have worked well for you, dropping right into Vincent('s missed birthday)?
Re: Show HN: Demo of my web game about social persuasion
#19Too late to edit, but I realized I should have mentioned: I'm happy to answer any questions, and field suggestions, about the tech stack or game design. The tech especially isn't rocket science (first time using Tailwind, FastAPI, and sqlite, which have all mostly delighted). While the game design isn't either, it's been interesting to think about how to do (LLM) conversations as actual gameplay, as opposed to purely…
Fun demo, nicely done! The visual and play style reminds me of "Eliza". I've got two questions, just out of curiosity: 1. On the frontend, did you basically write your own engine that loads the screens / dissolves / does character and text placement, where it's all driven by some descriptors coming from a database on the back-end? 2. Is there plot branching in the game, or do the same challenges show up no matter wha…
1. Exactly yes. The frontend is a light-ish amount of JavaScript + React, with a relatively enormous pile of my own janky CSS on top of (Framer) Motion, DaisyUI, and Tailwind.
2. No plot branching. Would love to add, but focused only on exploring the mechanics of conversational gameplay. Perhaps if it is ever successful enough for a sequel (ha!)
Re: Show HN: Demo of my web game about social persuasion
#20Too late to edit, but I realized I should have mentioned: I'm happy to answer any questions, and field suggestions, about the tech stack or game design. The tech especially isn't rocket science (first time using Tailwind, FastAPI, and sqlite, which have all mostly delighted). While the game design isn't either, it's been interesting to think about how to do (LLM) conversations as actual gameplay, as opposed to purely…
I broke it. It appears to be stuck on this stage: To get Yang Li's car to reboot, you'll have to trigger a new content moderation filter saying something inappropriate. She already swore, so that one won't work. Make sure no kiddos are around. Yang Li You've got to help me. I can't park here! Fubaru EcoRavager Naughty language lock You Oh my, your being naughty today. Or any speech for that matter. It just forever ke…
I am impressed you broke it! Not because my code is that robust, but nobody's broken it in a while. I'm sorry about that. Investigating!