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Show HN: Bubbles, a vanilla JavaScript web game

ehmorris.com

11–20 of 78 posts

Re: Show HN: Bubbles, a vanilla JavaScript web game

#11

A touchpad seems to really cripple the gameplay -- one idea could be to ask what device players are using and make slight adjustments. For touchpads, moving the cursor is slower, and the drag-pull mechanism doesnt really work -- and its easy to misclick a drag. Some rougelike mechanics would also make it possible to naturally level the gameplay -- ie., the more failures a person has the more metaprogression they get,…

Yes desktop is extra challenging. On mobile you can spam slingshots with all 10 fingers but on desktop you’ve got to be leet fast.

Re: Show HN: Bubbles, a vanilla JavaScript web game

#13
post #7
post #6

Your source is nice and clean[1]. No dependencies is a wonderful goal. Status quo is inherently always against innovation. I like the approach the Go team took of rethinking new solutions from first principles, and I hope you got to experience the joy of that in this project. [1] https://github.com/ehmorris/bubbles/

Thanks! Writing the game has been really fun and I’m proud of the codebase. It’s therapeutic to work on it because I get to skip all the frustrating parts of web dev like writing config files.

I think you'd gain clarity from `export function` and `function` over the anonymous fn + const style -- which seems a little like zig?

And the getter/setter system: I dont see a reason for over `{getHeight: () => height}` over `return {height, weight}` ?

Since canvasManager is mostly just data properties, you could also destructure those inline to funciton parameters, ie., function drawX({ctx, height, width, scale}) etc.

Re: Show HN: Bubbles, a vanilla JavaScript web game

#14

A touchpad seems to really cripple the gameplay -- one idea could be to ask what device players are using and make slight adjustments. For touchpads, moving the cursor is slower, and the drag-pull mechanism doesnt really work -- and its easy to misclick a drag. Some rougelike mechanics would also make it possible to naturally level the gameplay -- ie., the more failures a person has the more metaprogression they get,…

Yes desktop is extra challenging. On mobile you can spam slingshots with all 10 fingers but on desktop you’ve got to be leet fast.

Perhaps create mirrored slingshots with keys?

ie., if I hold a,s,d,f,g then I get 5 mirrors of my touchpad, and holding eg., a/g places two at the edges?

Re: Show HN: Bubbles, a vanilla JavaScript web game

#15

A touchpad seems to really cripple the gameplay -- one idea could be to ask what device players are using and make slight adjustments. For touchpads, moving the cursor is slower, and the drag-pull mechanism doesnt really work -- and its easy to misclick a drag. Some rougelike mechanics would also make it possible to naturally level the gameplay -- ie., the more failures a person has the more metaprogression they get,…

I walked through the demo thinking that was a decent demo. Then round 1 and nothing was the same.

I was playing with a magic touch mouse, and have decided it was not designed for that interaction. Assuming designed for mobile and us desktop users are just square pegging a round hole.

Re: Show HN: Bubbles, a vanilla JavaScript web game

#17
Nice.

It took me a few times to realize that I could do bombs or slingshots by clicking in empty space. The tutorial makes it look like you have to click on a bubble. Maybe the black circle in the tutorial should be removed?

I also got a little confused in the beginning about par vs lives. At first it seemed like par was the only important thing, since that's what pops up after the level. The lives icon at the bottom wasn't particularly noticeable to me. I just kind of figured there were only N levels, until I finally realized that dropping bubbles was making me lose lives.

Edit: Oh, and you can multi-touch and set off multiple slingshots at once! Secrets secrets...

Re: Show HN: Bubbles, a vanilla JavaScript web game

#19

A touchpad seems to really cripple the gameplay -- one idea could be to ask what device players are using and make slight adjustments. For touchpads, moving the cursor is slower, and the drag-pull mechanism doesnt really work -- and its easy to misclick a drag. Some rougelike mechanics would also make it possible to naturally level the gameplay -- ie., the more failures a person has the more metaprogression they get,…

I walked through the demo thinking that was a decent demo. Then round 1 and nothing was the same. I was playing with a magic touch mouse, and have decided it was not designed for that interaction. Assuming designed for mobile and us desktop users are just square pegging a round hole.

It’s easier on desktop if you stick with slingshots and make your window fairly narrow
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