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Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

airma.sh

201–210 of 316 posts

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#201
post #77
post #20

Kind of reminds me of SubSpace. I think, it has been a very long time since I've played it.

Yes! Loved that game. You could mount each other and create the almighty LevTerr. I wonder if it's still alive

Trench Wars zone is still alive and you can play the game. Though there are always the same http://www.subspace.tw/

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#202
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

I agree on Mohawk. Mohawk would be more worth it if score degraded a little more slowly. As it exists, Mohawk is a one-way ticket to the bottom of the scoreboard because it's so difficult to stay alive. (By the way, if you're reading and didn't realize, you can select any other ship any time. The buttons look disabled but they aren't.)

Prowler is awesome against the Goliath. So, so good. In fact, I'd say the Prowler is the Goliath's main counter, and when I lasted ~15min at #1 in a Goliath, it was a skilled Prowler that finally started annoying me, made me start missing my deflects, and knocked me off my balance. I was thinking the Goliath is unnecessarily OP, but the Prowler handles it. (Smart Prowler pilots: go stalk Goliaths.) Might OP the Prowler, but making it shoot a spread like the Tornado might turn the Prowler into basically an instant-backstab Rogue. Now that I've typed that, yeah, that'd be OP, don't do that.

This game is heavily influenced by Subspace/Continuum, and it's fairly obvious. I could even tell which ship mapped to which fighter in this, and I appreciated how well my skill transferred. My main annoyance was that score drop. I maintained about a 5:1 KD across 500 kills and regularly flopped from #1 to #25 to #2 to #30, because the score you lose on death is a little imbalanced. A few deaths in a row and you can lose 10-15 places, which seems a little rapid. Maybe knock a little off that multiplier on death, but leave the killer's score gain alone? The only way to stay near the top is not die, which makes sense since it's called a bounty, I suppose. Still rough.

Other random feedback to the author: Inferno needs a buff. That speed penalty hurts and is a pretty rapid way to die -- I noticed I was avoiding it as I played. Most of the power-ups and abilities could stand to last quite a bit longer, too. And spawners could really use a lockout on shooting for the same duration as their protective shield; you can spawn in, immediately press spacebar, and probably get a kill on a surprised person who happened to float through where you pop up with no chance to avoid.

Great game, though, I didn't expect to get sucked into a browser game for three hours. I'll be playing it again.

Tip I didn't realize until a long way in: 1, 2, 3, 4 map to upgrades. I was the idiot using the mouse.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#204
post #136

Earlier quoted context omitted.

Yes, also the immediacy of experience. No signup, no prompts or forms, no friction. Just one click and you’re immersed in the action. When companies clutter first experience with legal disclaimers, signup offers, and every other thing, I wonder if they are always carefully balancing the competing interests of business and product design as a big picture weighing everything together. To the extent they do that’s great…

And developers only thinking about the development experience. In my next project I'm going to monitor the gzipped size of my deployed site as part of continuous integration.

npm bundlesize might help you: https://github.com/siddharthkp/bundlesize

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#205
post #176
post #156

Gameplay feedback: Mohawk (helicopter) and Prowler (stealthy) don't seem worth it. The helicopter dies from a single stray rocket, random spam and attacks from behind. Alt+arrow for strafe worked in DooM because field of view always pointed away from the player. Here, strafing is hard to get used to. Since there are already 2 keys for ability, why not make one of them "strafe left" and the other "strafe right" ? Also…

To me it seems like Goliath becomes way stronger than any other ship once you have a lot of upgrades. Basically impossible to kill someone playing it safe with a max upgraded Goliath

Impossible 1-on-1, maybe. Bring friends/enemies and a Goliath goes down quick, especially if you can time your shots as the Goliath is deflecting someone else's.

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#209

Earlier quoted context omitted.

Admittedly mobile was a bit of an afterthought and I only tested it on 4 devices. What device are you using?

iOS 8.1.2 model A1532. I don't upgrade because it will slow down my phone. Probably not worth supporting. :) Adding new features and figuring out ways to keep people playing might be much more worth your time.

> Probably not worth supporting.

I was going to disagree because the same countries that really like web games are often the ones using older handsets, but Apple themselves say only 8% of handsets are on iOS https://developer.apple.com/support/app-store/

Re: Show HN: Airmash – Multiplayer Missile Warfare HTML5 Game

#210

Earlier quoted context omitted.

>unless you think that large website payloads exist because developers are literally too lazy or don't know how asset optimization works. For what it's worth, I do think this. It's easy to just drag another JS library into your code without thinking of how long it's going to take to load.

I don't know what to tell you if you're convinced that's the problem. I know and work with many web developers who do care about performance. I follow the blogs of many web developers who write about performance. I don't doubt that there are junior web developers who don't know much better. But I don't really meet anyone who says that they just don't care about performance.

Let me just point out that you can care deeply about performance and still lack the skills to achieve it.
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