I know everyone is saying it, but it's brilliant! Dead simple gameplay but challenging puzzles!
That's the exact experience I was dreaming to achieve
61–70 of 158 posts
I know everyone is saying it, but it's brilliant! Dead simple gameplay but challenging puzzles!
That's the exact experience I was dreaming to achieve
I would assume it's for mobile first and it feels a little clunky having to move the stone with a mouse if there's only one direction. Not sure if it would work to just slightly sling it into the direction instead of having to drag it all the way, if you know what I mean. Double-clicking to make it move would work if it's blocked in all but one direction, but that's a weird edge case. Also on a 27" it's a tad big.
Apart from that, nice game, well done!
Your journey is my journey, many times. I've tried so many different game engines and such. What I've learned that works for me and scratches my creator itch perfectly is:
- Make small games. And I mean SMALL. Like what you've done
- Write them for the web to trivialize sharing them with the world
- Use very basic HTML + JS/TS and maybe add React if you've got a lot of UI. And Canvas is great.
- Look into Pixi.js as an abstraction on the canvas API that gives you a ton of great features and huge performance for free (free WebGL if supported). I love Pixi because it just tries to be a renderer. It isn't a game loop or sounds or IO or physics.
- Explore the game you're developing, but don't succumb to scope creep. Know when to decide "that's a really cool idea, maybe I'll save it for my next game." I have too many games that are large in scope but totally incomplete.
- Never be deterred by "this is already been done" or "nobody will want to play this." The journey is the point. Sharing it with us is just a bonus.
Nice. Sokoban nostalgia says Hi :) Some nits and comments if I may. * Don't count moving stones as an actual move until the stone is released. I am on a PC and if I click-and-hold a stone and then move it back and forth, each move is counted even though I haven't released the mouse button yet. This is somewhat counter-intuitive and unexpected. * Put the light source at the top. You have it at the bottom and this resu…
Thanks a lot! I haven't expected more than few people seeing it. I'm absolutely excited that people like it and give great feedback. * the move is applied automatically the moment the done does stone_width/2 in a free direction. It would be tough to implement what you suggest. Also I did implement move counter the way you recommend - that if you make a move that cancels previous move it reduces the count but the test…
Pretty. Keyboard shortcuts would be a nice addition.
Looks good! I would assume it's for mobile first and it feels a little clunky having to move the stone with a mouse if there's only one direction. Not sure if it would work to just slightly sling it into the direction instead of having to drag it all the way, if you know what I mean. Double-clicking to make it move would work if it's blocked in all but one direction, but that's a weird edge case. Also on a 27" it's a…
One other suggestion I'd make is regarding the art style, which seems a bit inconsistent. The space wallpaper doesn't really fit with the rest, I'd imagine a wooden table sort of texture might look better. Having the buttons in the same style as the game board tiles would tie the gui together more, etc.
I tried level 1, moved the two stones onto the squares... and nothing happened? Eventually I realised that the stones need to be placed on different coloured squares - I'm colour blind (red/green), and can't tell any difference at all between the stones. For the squares, I can tell one is a bit darker than the other. You might want to consider using more contrast, or a more colour-blind friendly colour palette. Remin…