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Show HN: I made a puzzle game with Three.js

thomasfriday.com

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Show HN: I made a puzzle game with Three.js

#1
A while ago I discovered three.js, a JavaScript library to manipulate 3D objects. It looked really interesting, but I had no real need for it...

To change that I recently challenged myself to make one 3D web game per month with three.js. And I just release game #2, a puzzle game called Cuboid, and you can try it here: https://www.thomasfriday.com/cuboid/

Please let me know if you have any questions or feedback. Thanks!

Show HN: I made a puzzle game with Three.js
thomasfriday.com

Re: Show HN: I made a puzzle game with Three.js

#3

Any chance the buttons could be angled to make it more clear which way they rotate? Overall, this is great!

It's true that with the isometric view, what is "right" and "up" can be confusing. I could teak the buttons on mobile, but not sure how to solve this for desktop.

Re: Show HN: I made a puzzle game with Three.js

#6
Nice, and about the right length for exploring the initial ruleset. (Except the red floor squares, which I saw on one level, didn't interact with, and then never saw again so I don't know what they actually do).

I think it desperately needs an undo on death, and ideally should have player-triggerable undo/restart.

Given the rest of the game, I was a bit dismayed at the end seeing that it had basically been a scored playthrough. If I'd known the moves were being counted, I would have played better! This won't apply to everyone, but there is a subset of players (like me) who really like knowing what to optimize for, so having a hidden scoring system be sprung on the player at the end is a bit of a betrayal.

+1 on the arrow direction vs. movement direction mapping being a problem on keyboard. 95% of the time I was in a flow state and it wasn't an issue, but if I made a mistake I'd immediately lose faith in having the right mapping, start second-guessing myself, and make follow-up mistakes.

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