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A WebGL game where you deliver messages on a tiny planet

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Re: A WebGL game where you deliver messages on a tiny planet

#201

I can echo everyone here in saying the graphics of the game and the execution is fantastic. The keyboard controls on desktop and the thumb control on mobile works great. This got me very excited about the future! Can’t imagine the amount of effort that would have gone in this. One additional input, although I could play it well on the desktop - the mobile gameplay made me a tad nauseous. I am someone prone to nausea…

Got a little nauseous playing it on desktop. Needs an FOV slider and maybe the ability to dampen camera movement.

Re: A WebGL game where you deliver messages on a tiny planet

#203

Did anyone else felt a bit nauseous after playing for a while? I think the overcorrection on sustained turns could be a reason. Lovely game but I had to stop playing due to this.

It took me about 30 seconds. Which is a shame, this is the kind of game that immediately draws me in.

Re: A WebGL game where you deliver messages on a tiny planet

#204
post #16

Earlier quoted context omitted.

I played for a few minutes. I wasn't able to deliver packages either.

The game doesn't really explain that too well. You have to go find the packages first before you can deliver it. For example the old lady asks you to deliver an offering at a temple.

Teaching gameplay without an overt tutorial is a difficult skill, maybe this dev can pull it off? It's hard to get into the "new player" headspace without feedback from actual playtesters.

Re: A WebGL game where you deliver messages on a tiny planet

#205
post #141

This is like a masterclass in game design, mobile UI, wasm, character design, game dialogue and interactive paychogeography. I'm gonna show this to my kid's computer club next week. Really fantastic, bravo. Is this seriously a solo developer project?? If anyone knows of similar games / apps / software tools that I could show as examples of solo developer small scope simple UI games I'm always trying to find more..

The iOS game Tiny Wings was made by a solo developer (Andreas Illiger). I highly recommend it. It’s over a decade old now, but it just got update this year, and it still stands out in my mind as one of the best mobile games ever made.

Re: A WebGL game where you deliver messages on a tiny planet

#206
One of the most impressive things about this is that it transfers only 5.7 MB of data on initial load and then caps out at 17.5 MB for the final load.

It seems to be making smart choices about compression techniques.

This is a good showcase of how well games can work on the web if done well.

Re: A WebGL game where you deliver messages on a tiny planet

#207
Wow. This is gorgeous. Chef's kiss. It's been so long since I've seen someone put this much effort into a web-based indie game (or even an app store indie game, actually). I am assuming this is a small team. The concept is really clever and original. There's almost no load time and a perfect frame rate on a low-end phone over 4G. It's clear how much time went into optimizing it for seamless performance. I'm making some assumption that this is an original one-off game engine, but I'm very curious to investigate. The art is also beautiful in a way that makes almost any view look perfect.

This feels so well thought out in all ways. It may be the best original work I've seen on HN in a long time.

Re: A WebGL game where you deliver messages on a tiny planet

#208

One of the most impressive things about this is that it transfers only 5.7 MB of data on initial load and then caps out at 17.5 MB for the final load. It seems to be making smart choices about compression techniques. This is a good showcase of how well games can work on the web if done well.

So many techniques that made web games good, in terms of smart loading, have been lost or abandoned since the mid-2000s when bandwidth limitations were common, and at the same time "engines" like Away3D and Starling were starting to leverage AS3's ability to handle async calls and async uploads to the GPU. JS engines now try to bundle that behavior into asynchronous asset loading calls, but it's not ever really dialed in to make sure you don't experience freezes or hiccups in gameplay, so usually it's loaded by game level and not fluidly as you move around a world. It's not as if the authors of this game couldn't have put it all in a 17.5 MB package, and most people wouldn't have noticed anymore because the world has gotten used to long initialization screens. What's awesome is to see someone do the art of lazy loading so elegantly.
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