Live data from Hacker News

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

balanc3dgame.com

41–50 of 111 posts

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

#44
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”.

> Marble Madness vibes.

Those are the exact words I head in my head while playing as well. I'd love to see a remake on modern devices.

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

#45
post #21

When you put Smartphone upside down, the ball will fall up

I wonder what could be done with a Super Mario Maker style community of people who make obscenely difficult maps. I guess maps where you have to hover the ball by rapidly flipping the phone would be just the start.

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

#46
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 :-)

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

#47
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 awkward, as when you're looking straight down at the flat phone it looks like the level is tilted, and the ball should be rolling. If you're sticking with flat always being neutral, the corresponding camera angle should be from directly above, imo.

After trying the phone and dying, I ended up playing on the desktop with the arrow keys, much more pleasant.

Your light is coming from a direction where the magnitude is the same in x,y, and z. This means there's no difference in shading between three of the visible faces. (Or, you're using shaders which does this for some other reason.) This may be an intentional choice on your part, but I think it'd probably look better with a light angle which gives more definition to the geometry. Especially the level text suffers from this.

On the last level, is the spinning obstacle at a slightly offset pace from the first moving platform? When I first saw the level, they were very poorly timed with the obstacle sweeping past where you'd go to get on to the moving platform right as the moving platform came closest. Waiting a bit seemed to slowly improve the situation, and I eventually got tired of waiting and just went for it. Still unsure if they're actually in sync or not.

I died the third time on the last level, and called it quits when it put me back at the start. A very harsh punishment.

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

#48
post #42

Doesn't work in Firefox for Android.

Also doesn't seem to work on FF for Windows. Can click thru initial [Start] screen, but no clicks are effective on the initial game screen showing the layout and [start] (at least none that I could find).
Post reply on HN