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Show HN: Balancing game for the mobile browser with increasing difficulty

balanc3dgame.com

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Re: Show HN: Balancing game for the mobile browser with increasing difficulty

#71
post #40

It is cool, but having to redo from the first level after 3 drops kills the fun for me. Of course some would like that aspect, but for me as a casual fun game it's a no.

I felt the same way at first, but it's ten levels, so you'd be done in one session if you could redo every level infinitely. This extends the fun a bit.

It’s ok to be done in one session

Replaying a level is boring

Re: Show HN: Balancing game for the mobile browser with increasing difficulty

#72

having only 3 lives for all levels is a bad idea imo Gave up once it started again from scratch, its not fun just re-doing all the levels to try again

So to clarify: With infinite lives, it would have guaranteed you made it to the end, at which point you would stop playing anyway. So in both cases you stop playing, but at least in one of the cases the game remains hard for people who like a challenge. Win win!

Modern game design would suggest it’s better to simply put a death tracker for those who want a challenge rather than impose tedium on those who just want to play the game casually

“Stop playing” is not a meaningful metric

Re: Show HN: Balancing game for the mobile browser with increasing difficulty

#74

having only 3 lives for all levels is a bad idea imo Gave up once it started again from scratch, its not fun just re-doing all the levels to try again

So to clarify: With infinite lives, it would have guaranteed you made it to the end, at which point you would stop playing anyway. So in both cases you stop playing, but at least in one of the cases the game remains hard for people who like a challenge. Win win!

A win win would be if both types of people were happy, but the status quo frustrates one of them. It’s only a win if you stop playing because you’re satisfied, not because you’re annoyed. Games are supposed to be fun.

Plenty of games have a “zen mode” or “story mode” or “explorer mode” or any other kind of name to enable an option where’re you’re not severely punished by mistakes. Better yet, they usually allow you to switch modes mid-game. Which means you can progress at your own pace and appreciate everything without getting stuck and rage quitting.

Anecdotally, even if I never turn those modes on I find that the games who have them tend to be more fun and better designed in terms of difficulty progression. Examples include Celeste and Cross Code.

For this game, such a mode would even allow someone to see all the levels or practice in one where they’re stuck and then try again with lives turned on. That would be a win win.

Re: Show HN: Balancing game for the mobile browser with increasing difficulty

#78

Nice work! Some thoughts: The camera is tilted instead of looking straight down, and my phone needs to be flat to be in the no movement neutral position. This is unpleasant in to ways: How I'm sitting right now makes it hard to look at my phone while it's flat; it would be much nicer to be able to set my neutral point so I could play with the phone mostly vertically. The combination of flat phone and camera angle is…

Third death being a reset to the beginning is indeed a harsh punishment.

Re: Show HN: Balancing game for the mobile browser with increasing difficulty

#79
post #25

One of the first big games on the original iPhone after the App Store was shipped was “super Monkey Ball”, a port of a popular console franchise. It was basically this but with fancier graphics, many more levels and mechanics and cute characters. I remember being amazed how well it worked with the phone’s accelerometer and how good it looked back then. Hard to believe that was ~15 years ago already. [0] https://super…

If you liked monkey ball you may like Marble Blast, it even runs on web https://github.com/RandomityGuy/MBHaxe?tab=readme-ov-file

Re: Show HN: Balancing game for the mobile browser with increasing difficulty

#80
post #29

Marble Madness vibes. One of my favorite nostalgia games. I think having 3 lives per level with it resetting just that level might be better for starters, then the 3 lives for the entire game being a “hard mode”.

For me, this took me back to Marble Blast Gold. An early 2000s game with essentially the same concept. Great fun :-)

https://github.com/RandomityGuy/MBHaxe?tab=readme-ov-file

You’re welcome

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