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Ask HN: I'm building one HTML5 game per week, need feedback

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Re: Ask HN: I'm building one HTML5 game per week, need feedback

#31

Nice games. I like the simple visuals. Played game #2 for a bit. One specific comment: Holding "up" fires at the maximum rate (pressing up repeatedly doesn't fire any faster). Also, there is no downside to constantly holding up. So you probably should either (1) eliminate the up button and just auto-fire all the time, (2) have a fuel mechanic that will force the player to conserve shots, or (3) make it worthwhile to…

That's some great feedback, thanks!

I don't want to edit my previous game to be true to the challenge, but I'll definitely keep this in mind for my next games.

Re: Ask HN: I'm building one HTML5 game per week, need feedback

#33
post #6
post #4

How did you decide on Phaser? Would you recommend it? How hard would you say it is to get started for someone with some JS experience and some pyGame experience?

I spent a lot of time trying multiple javascript 2D framework, and Phaser [0] was the best for my needs: it works well on all modern browser, it's simple, and powerful. I never tried pyGame, so I don't know. [0] - http://www.phaser.io/

which frameworks did you try for JS? and what were your needs?

Re: Ask HN: I'm building one HTML5 game per week, need feedback

#35
Inspired by your sharing of simple games, I'll share the one html5 game I made a couple years ago for fun:

http://tapawaygame.com

It's meant for mobile devices, and it's unpolished, but it was fun and satisfying to make. I was inspired to make it after I had an eye exam. I'm always scared of "failing" that test where you have to tell the optometrist every time you see a flash on a screen.

Re: Ask HN: I'm building one HTML5 game per week, need feedback

#36
Game 3 is my fave... Awesome... brings back memories of my Commodore 64 days where my favorite game was Galaga, crude pixels, smooth movement, great action.

One small refinement suggestion: perhaps a few "tick marks" on the horizontal axis so people can time it right (if not for all, at least for initial levels, would lure players in a little more), eg see http://imgur.com/kDEgbTo

Edit: here's a longplay video of that Galaga game. http://www.youtube.com/watch?v=aSqk8t0Pxww

Re: Ask HN: I'm building one HTML5 game per week, need feedback

#37

Game 3 is my fave... Awesome... brings back memories of my Commodore 64 days where my favorite game was Galaga, crude pixels, smooth movement, great action. One small refinement suggestion: perhaps a few "tick marks" on the horizontal axis so people can time it right (if not for all, at least for initial levels, would lure players in a little more), eg see http://imgur.com/kDEgbTo Edit: here's a longplay video of tha…

Mine too! I scored 44.

Re: Ask HN: I'm building one HTML5 game per week, need feedback

#39
Only played game #3. Really like it. Two suggestions: - I'd put a small countdown (2-1 go) or something when we die because otherwise you die and already miss the right timing to do this level. So sometimes I had to voluntary let it die 2-3 times to have a good start.

- Would be way cooler to be able to jump on top of the boxes.. but you have to land perfectly on it.

Re: Ask HN: I'm building one HTML5 game per week, need feedback

#40
Great games! Great start!

Here's a talk you might be interested in from one of the guys who made "Ridiculous Fishing" on the Art of Screenshake: https://www.youtube.com/watch?v=AJdEqssNZ-U

Basically, it's a bunch of interesting points on how to make action games feel more responsive and fun.

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