Really fun, nice work. Oops, I skipped the extra life, since it wasn't too clear I only had one. The destroy last brick didnt seem to work. It said I had +1 choice for only missing 3x, but I only received the coin choice. And missed ball gave me a 'list.findLast is not a function' (brave) and didnt run at all on my bit older FF, but not your fault, I lose a site a week at the moment, and I refuse to play the never en…
Show HN: Breakout with a roguelite/vampire survivor twist
71–80 of 196 posts
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#72Anyway, fun game. I liked that the perks slowly seemed to ramp up from small tweaks to total game changers as I accumulated/unlocked them.
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#73Re: Show HN: Breakout with a roguelite/vampire survivor twist
#74Amazing! 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 m…
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#75Amazing! 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 m…
Also need (great if): spacebar launches ball, L/R arrows moves bar.
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#76Amazing! 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 m…
I'm another vote for hiding the cursor. It's pretty distracting, especially early on in a level when there's still a lot of low-level bricks.
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#77There 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 i…
Thanks for the feedback. I recommend turning on full screen in the menu, until I figure out how to add mouse lock .
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#78Fun game! A couple of small translation issues I spotted: "Keep pressing here to play" should really mean "tap repeatedly", I think you should put something like "Press and hold here to play"; the other was one of the upgrade descriptions said something like "slower the ball" which I'd write as maybe "slow down the ball".
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#79“Add multiplayer” is of course the annoying request that every game maker always gets, but since you’ve already done it for v2–how hard do you think it would be to combine the multiplayer and the “survivors” type system? Anyway, fun game. I liked that the perks slowly seemed to ramp up from small tweaks to total game changers as I accumulated/unlocked them.
Re: Show HN: Breakout with a roguelite/vampire survivor twist
#80Earlier quoted context omitted.
Both valid points. I colored the coins for two reasons : they are pretty and the perk "coins stain bricks" means that if a red coin hits a blue brick, that brick becomes blue (which helps with other perks like "picky eater" and "color pierce"). I think there could be a short text that changes once you perform the action, so "click to start", "catch the ball", "catch the coins for score", and "clear all bricks", then…
The game is great and clearly a lot of thought has gone into polishing! Congrats FWIW it also took me a couple of levels to even realize how I was getting coins. A yellow glow around the coins or some shiny effect + clinky sounds would go a long way. The -2 +2 etc. callout numbers could also last longer on the page and just grow in size as they fade out? They were also quite hard to spot