Show HN: I've been making one HTML5 game per week. Here's my 10th game
131–140 of 151 posts
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#132I'm a hobby/hopefully someday profitable game developer who recently jumped on the "develop a short game in X days" bandwagon. My most recently made game was developed in 2 days [ https://play.google.com/store/apps/details?id=com.ektomarch.... ], and damn did it feel good to get something done that fast! My current plan is to make a bite-sized game comparable to this at least once a month (it'd be a little stressful…
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#133Earlier quoted context omitted.
Coins? Levels? I can't jump out of the first hole.
Jump first on the left, then from there jump on the right. And you'll discover the hole game!
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#134I would be interested to know what you used for collision detection (If anything).
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#135Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…
Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#136I'm a hobby/hopefully someday profitable game developer who recently jumped on the "develop a short game in X days" bandwagon. My most recently made game was developed in 2 days [ https://play.google.com/store/apps/details?id=com.ektomarch.... ], and damn did it feel good to get something done that fast! My current plan is to make a bite-sized game comparable to this at least once a month (it'd be a little stressful…
So a game that took you two days to make and sells for .99? Do you mind sharing what kind of revenue it makes?
Putting out an ad-sponsored version might help, but I've been too busy with other projects to bother.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#137Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#138Earlier quoted context omitted.
So a game that took you two days to make and sells for .99? Do you mind sharing what kind of revenue it makes?
I'd be lucky to even recuperate the $25 registration fee for Google Play. I put all my time into making games and zero time marketing them--if I flipped that around, maybe I could actually make a few dollars. :) Putting out an ad-sponsored version might help, but I've been too busy with other projects to bother.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#139The jumping mechanics reminded me of "air control" in strafe jumping in Quake 2. Can you tell I haven't played games much lately?
Love the music. I have had the tab opened for a few minutes now that I'm done playing just listening to it loop through.
Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game
#140OP here. Let me know if you have any questions about my project.
Do you think it would be harder if you had more time per game?