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Show HN: Breakout with a roguelite/vampire survivor twist

breakout.lecaro.me

111–120 of 196 posts

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

#111

Any more details on how you made it, tools, etc? It's a lot of fun and I appreciate the gitlab link, just curious about the tooling and process that got you to such a great point.

It's all handwritten js, lots of trying the game and figuring out what's fun, what's not. I don't even use a bundler, right click / show source will show the code I wrote. I made an apk for it and added a small deploy script that ssh to my server and pushes the code. The code is written with webstorm, but you could use anything. I've asked mistral AI for help when it came to making procedural sounds, the rest is just…

awesome and inspiring. really enjoying it. Thanks!

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

#112
post #15
post #14

Hi, cool and congrats on making a game! I also have a breakout clone in the works but with the twist that I'm doing my own complete 2D game engine for the game. - The particle effects when the block is broken is a bit disturbing and distracts from the gaming experience since they make it harder to see the ball. And since this is just a visual maybe you want to fade them out or something. - The size of the blocks seem…

Agree on all counts. Blocks can explode in place, but shouldn't rain as much (or any) debris that gets mixed in with ball and coins.

You mean the small particles that fly away for 150ms and fade away after you break a brick ? You could disable them (and many other effects) with "menu/basic graphics" if you want, but this never prevented me from seeing what's going on clearly.

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

#114
post #15

Earlier quoted context omitted.

Agree on all counts. Blocks can explode in place, but shouldn't rain as much (or any) debris that gets mixed in with ball and coins.

You mean the small particles that fly away for 150ms and fade away after you break a brick ? You could disable them (and many other effects) with "menu/basic graphics" if you want, but this never prevented me from seeing what's going on clearly.

My mistake. In addition to the same colored coins falling out of the bricks, I thought there were same-color brick pieces.

I like the way the changes you made look already! Has a better feel to it.

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

#115
post #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 m…

Thanks for the feedback. Fullscreen is offered in the menu when "document.fullscreenEnabled || document.webkitFullscreenEnabled" is true. I've noticed it doesn't show in safari mobile, but you can trigger it by click aA / Hide toolbars. I'll look at the pointer lock, i could easily unlock it once you pause the game with a click, so it wouldn't be too intrusive. For the score, i'm thinking to put the score multiplier…

Silly me, I didn't noticed menu, I was trying to press F instead.

Mouse lock is a must on desktop, but you have to communicate it the user somehow so they don't get confused.

I understand your point about the game being 100kb, but once you decide to publish it on Steam the overhead doesn't matter. People are totally fine downloading 60Gb games, so couple megabytes won't hurt anyone. I gave you those two options because, at the end of the day it boils down to which platform you'll be more comfortable with and which will give you more usable options out of the box.

There is some work to be done with UI, but once you get there don't pass on Steam. If anything it will give you some bragging rights and another point in resume.

And like you said yourself, if you're willing to put some extra work, at 4-5 euro range it will be a steal on Steam. It may take some additional footwork to reach out to content creators to get some inital traction, but the concept is great and I would give it a chance.

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

#116
A lot of fun! I enjoy the subtle coloring and changing background texture.

It's a bit confusing at first to grasp that one upgrade is applied randomly at the start of the game (I think?). The first few times I played it felt like the rules were changing and I couldn't figure out what contributes to the score multiplier.

Also, when you get multiple upgrades, the text reads something like "You caught 0 coins out of 0 in 0 seconds (+1 upgrade and choice). You missed 0 times (+1 upgrade and choice)." which is a bit confusing.

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

#117
I just spent an unintentional few hours playing this game; it's genuinely great.

I will say that some of the color combinations were a little punishing. White balls on a white background is a lot. Some of the perks have very murky upsides; having the ball change color isn't ever an advantage, so far as I can tell. It would be nice if the perks had mouseover explanations. Even after hours, there's still a few I have no idea what they do.

Every time I bounce a ball, there's a -1 that doesn't seem to impact the score. What's that about?

If the arcade version of Breakout had had a skill tree, Nolan Bushnell would likely be richer than Richard Branson today.

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

#118
post #10
post #6

This is super fun, and it works on mobile. Thanks for making it! If you want some ideas for multiplayer, see if you can dig up “BattleTris” - it was a brown university cs student game that allowed networked Tetris play in the 1990s. I could be wrong but I think Bryan Cantrill was one of the people who made it. Anyway, my memory is that it had a lot of fun ways to mess with the opposing player, and you might find some…

I don't recall ever playing BattleTris, but Tetrinet is one that got passed around IRC a lot in the 90s. It was a blast. Seconding the notion that their gameplay is a good source of inspiration. https://en.wikipedia.org/wiki/TetriNET

Battletris was x11 on sparc I believe.
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