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Show HN: Breakout with a roguelite/vampire survivor twist

breakout.lecaro.me

31–40 of 196 posts

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#32

Love the concept. My $0.02 of feedback: The number of lives being inside the puck as a number is distracting and makes the game look less evolved than it actually is. I would prefer a visual indicator on the side of the game play area.

I realize now this is a streak counter not a number of lives, which I think is even less intuitive.

Having lives, coins and streak counters outside the play area I think would be better.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#34
There is an issue with mouse control (I'm playing with a mouse pad but the problem should occur with a regular mouse too): When you move the mouse fast it gets out of the control area and then small movement don't respond anymore until the mouse gets back into the control area which usually results in an overshoot.

It makes the game feels unresponsive when you lose control of the pad because of this. It also breaks immersion because you must know where your pointer is instead of being the pad.

Couldn't play more than a few levels because of this.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#35
Amazing! Well executed idea and great example that less is more. :)

Consider: (a) locking mouse (b) hiding cursor (c) fullscreen mode

Here's an example if you don't want to search docs: https://mdn.github.io/dom-examples/pointer-lock/

As other mentioned UI needs a few more iterations, but it's ok. I don't think you need to track coins during the run as you don't spend them to buy upgrades - which is not obvious and may require a change in how you communicate things - but on the other hand it's yet another thing tickle your lizard brain and generate additional dopamine boost. A life counter is a must.

Take a look at Electron or Tauri.

This is enough to put it on Steam. In current state it's a very solid freebie, and with some additional work you could charge an entry tier indie fee.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#38
Nice work. Here’s some crit from someone with a game design degree if you’re interested in refining the visual design. If you’re happy with it as is as a your own little project, feel free to summarily disregard this comment!

Through the comments of the folks here, you’ve surely noticed that some people aren’t really ‘getting’ some of the stuff right off the bat. One of the toughest things about games is the visual communication aspect of it. Notice how little explanatory text most games have now — even the more low-bit style ones? Choosing coins as a mechanism is a deliberate communication strategy— it’s a game mechanic near everyone is familiar with so they don’t need explanation for how it works. A game’s (or any interface’s) visual components must be approached with the same mindset. A designer’s job is to take a step back and ask “what makes a [coin for example] look like a coin? What are the visual signals— from the most obvious, such as a metallic texture and being a round disk, that make people think it’s a coin? How do they tell it’s a coin and not a blank punch-out from a steel electrical junction box? If I take a bunch of pictures of coins into a photo editor and reduce the resolution to something extremely pixelated, what’s the lowest res I can go to while still realizing it’s a coin, and what about those coins are the few remaining pixels conveying?”

And deeper beyond that is figuring out how you can convey things like slowing the ball down without having a little icon. The cognitive load required to parse which icon you’re looking at and the implications of that is a bit much while trying to play a fast-paced reflex-oriented game. It doesn’t seem as hard as it is when you’re the one that chose the icons and configured their behavior, but especially in a deliberately casual game, people probably won’t take the time to become familiar enough with that system to push through the initial cognitive resistance. Identifying objects is a bit different than labelling a button on a control panel because it has context, physical form, and animation. A turtle might be a great way to label a slow-down button out-of-context, but maybe instead that brick could look gloopy and sticky? Conversely, maybe a speed up brick might be arcing or the shape of a lightning bolt, or vibrating like a revving engine block? Maybe you could have a little starburst where the ball teleported from and to when it teleports to visually orient the user better and on the trigger blocks include some of the graphical elements from that to identify it?

Like I said, if you’re happy with this as your personal project I’m not trying to say there’s anything wrong with it! But if you’re looking to refine the playability for broader audience, the visual design would be a great place to start.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#39
Release this on Steam for $4.99

Promo it to some Twitch streamers and bilibili/huya streamers in China

Instant success

I legit think someone will copy this sooner or later if you don't do it.

(Generally I think any "well known"/traditional game combined with rougelite elements can be a huge success nowadays)

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#40
Very cool concept!

Here's a small but very frustrating bug report: if you click on "Menu", then "Unlocks", the individual unlock items are clickable. I expected clicking on them to bring up a more detailed description, or something. But it actually just instantly resets the game, without asking for confirmation.

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