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Show HN: I've been making one HTML5 game per week. Here's my 10th game

lessmilk.com

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Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#32

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

> In general the controls are too sluggish... other stuff He made this in a week. It's a demo of what you can do in a week. You're reviewing it like it was a serious game. > giving critique has sometimes been discouraged on HN Bad critiques are. Yours is not a bad critique, I just think you're critiquing the wrong thing.

Actually, input is fundamental to a game, because there's no way to make a game without input. It's one of the most important aspects of any game.

Making HTML 5 a serious gamedev competitor is one of the most important tasks facing the future gamedev industry, which means lessmilk is doing important work. It's important to call out the roadblocks so that the roadblocks get solved. It would be extremely valuable if someone were to do an analysis as to why the input is laggy so that future gamedevs can avoid that pitfall or that Mozilla/Chrome can fix their issue.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#33

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

> In general the controls are too sluggish... other stuff He made this in a week. It's a demo of what you can do in a week. You're reviewing it like it was a serious game. > giving critique has sometimes been discouraged on HN Bad critiques are. Yours is not a bad critique, I just think you're critiquing the wrong thing.

Regardless of whether he made it in a week or not, the criticism by the OP was constructive. Just being nice and saying that "this is fantastic", wouldn't help the developer learn either.

*Input lag is something Carmack et al. keep hammering home for game developers.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#34

Earlier quoted context omitted.

> In general the controls are too sluggish... other stuff He made this in a week. It's a demo of what you can do in a week. You're reviewing it like it was a serious game. > giving critique has sometimes been discouraged on HN Bad critiques are. Yours is not a bad critique, I just think you're critiquing the wrong thing.

Actually, input is fundamental to a game, because there's no way to make a game without input. It's one of the most important aspects of any game. Making HTML 5 a serious gamedev competitor is one of the most important tasks facing the future gamedev industry, which means lessmilk is doing important work. It's important to call out the roadblocks so that the roadblocks get solved. It would be extremely valuable if so…

Not only is it fundamental to a game. Its fundamental to becoming better as a developer as well. So I appreciate you critiquing it the way you did.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#37

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

> In general the controls are too sluggish... other stuff He made this in a week. It's a demo of what you can do in a week. You're reviewing it like it was a serious game. > giving critique has sometimes been discouraged on HN Bad critiques are. Yours is not a bad critique, I just think you're critiquing the wrong thing.

To me it depends on what the goal is. If the goal is to learn the programming side of things, then fixing up the controls / adding touch is a good goal because it would highlight figuring out how to get those things right even if it meant next week's game was this week's game + touch controls. If the goal is to explore gameplay ideas then input being a little sloppy is only as bad as its effect on playability.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#38

Not sure if you're looking for critique, and giving critique has sometimes been discouraged on HN, but: It's pretty good for a week of work. Though there's a difference between being challenging and being annoying. Many of the level design elements could be classified as a "dick move." An example would be not making it clear the goal is to collect all the coins until after the player has bypassed some of them and rea…

Coins? Levels? I can't jump out of the first hole.

Re: Show HN: I've been making one HTML5 game per week. Here's my 10th game

#40

A significant number of devices on the web don't have keyboards . They use touch as their primary interface. Please support touch devices.

For this kind of experience building project I think it's fine to be a bit feature limited, however it would be great to try doing at least one touch only game to help build out other interaction options.
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