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Starfling: A one-tap endless orbital slingshot game in a single HTML file

playstarfling.com

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Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#72

I am completely confused about the orbital mechanics in this game. They seem completely broken; at any rate they do not work remotely like any other simulation I've played with (e.g. Gravitation or Kerbal Space Program). The bodies other than the first body appear to actively deflect the spacecraft away!

Yup. I figured it out and went from zero to five immediately when I figured out it wasn't in the least orbital, but rather it was Undertale: you had to click when it was exactly tangent to the target, and then hitting anywhere within the target area was a win.

That's also when I lost all interest, which isn't quite fair in that it's still a slingshot game, just not in the least orbital. It's just a slingshot. No stars required.

Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#73
post #70
post #63

Earlier quoted context omitted.

19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox. 20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun. 20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!). https://coezbek.github.io/orbital-t…

It's still pretty far physically accurate because there is infinite acceleration the moment a ship reaches the target orbit.

True. Hard to square it being a game, fast-spaced and accurate.

Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#75
post #63
post #50

Earlier quoted context omitted.

You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.

19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox. 20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun. 20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!). https://coezbek.github.io/orbital-t…

I like this version of the game more, keep at it!

Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#76

Hey HN, I built STARFLING, a simple hyper-casual space game you can play right in your browser. You orbit a star with a ball. Tap anywhere to release and sling it through space. Catch the next star to lock in orbit and keep going. Miss and it's game over. The whole thing is just one HTML file with vanilla JS, Canvas, and Web Audio. No frameworks, no build step. Loads in under 2 seconds on phone or desktop. There's a…

Nice work! Really low frame rate on Firefox on Android (pixel 10), might be something worth checking.

Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#77
post #63
post #50

Earlier quoted context omitted.

You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.

19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox. 20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun. 20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!). https://coezbek.github.io/orbital-t…

Unfortunately it doesn't let you skip planets.

Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#78
post #50

I am completely confused about the orbital mechanics in this game. They seem completely broken; at any rate they do not work remotely like any other simulation I've played with (e.g. Gravitation or Kerbal Space Program). The bodies other than the first body appear to actively deflect the spacecraft away!

You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.

It's a gap, but not due to lack of trying.

I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.

Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...

Wonder if I can turn this into browser-playable version with just LLMs.

EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).

EDIT2: Holy shit it worked. Will upload it somewhere soon.

EDIT3: Here it is, in its full 800x600, 30 FPS cap glory: https://temporal.github.io/ClozeCall-Web/

The process I used was, have CC run over the original sources and create this document:

https://github.com/TeMPOraL/ClozeCall-Web/blob/main/design.m...

Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.

Re: Starfling: A one-tap endless orbital slingshot game in a single HTML file

#80
I would make restarting much much faster than it is now. That's the most annoying part and it breaks the satisfying chain completely for me. I miss and then have to watch it slowly fall, or struggle to find the reset button. And even if I hit the reset, I have to go through the menu.

At the very least, put the reset and play again buttons in the same spot, so I can just keep tapping/clicking there.

Super Meat Boy is how all games like this should be.

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