Show HN: My HTML5 Sokoban game
11–18 of 18 posts
Re: Show HN: My HTML5 Sokoban game
#12Goes from moderate to "whoa, this is gonna take a little while" too fast. Level 1 looks like a nice casual game, Level 2 looks like I need to get a cup of coffee before I start it. It might increase stickiness to make the perceived difficulty increase more slowly. Or to even have a trivial Level 1 just to get people used to the controls (they're not hard, but don't assume anything).
I'll try and find a way to make the ordering make more sense.
Re: Show HN: My HTML5 Sokoban game
#13Without thinking I tried moving the character around using the vi "hjkl" navigation keys, and it works! Mad props for that.
Re: Show HN: My HTML5 Sokoban game
#14Goes from moderate to "whoa, this is gonna take a little while" too fast. Level 1 looks like a nice casual game, Level 2 looks like I need to get a cup of coffee before I start it. It might increase stickiness to make the perceived difficulty increase more slowly. Or to even have a trivial Level 1 just to get people used to the controls (they're not hard, but don't assume anything).
I see a lot of people are being turned off by this. My intention was that people who wanted the levels that could be solved quickly would just stick to playing the Microban levels, but I guess that isn't super obvious. I'll try and find a way to make the ordering make more sense.
Re: Show HN: My HTML5 Sokoban game
#15Imagine implementing this on the kindle...
Re: Show HN: My HTML5 Sokoban game
#16Without thinking I tried moving the character around using the vi "hjkl" navigation keys, and it works! Mad props for that.
Edit: never mind, I found it.
Re: Show HN: My HTML5 Sokoban game
#172. The first level is too hard to hook casual players. You want their first experience to be brain-dead obvious -- hopefully to the point of eliminating the need for instructions.
Maybe (@=you, 0=rock, X=goal, viva nethack):
......
.@.0..
....X.
......