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

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

#61
It seems pretty stuttery on Safari running on my Mac, but was fun for a while - good job!

I didn't actually like the explanations throughout the first few levels: sometimes it would be nice to figure things out on your own; feels like you rob the player of the reward for completing the level when you explain it to them before letting them figure it out? Especially since they can restart pretty quickly: case in point, let them fall into the red and die early on rather than explain it?

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

#63

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…

Thanks, I love feedback! You make some interesting points. About input lag, I'm a bit surprised. On my computer the input is super responsive. Maybe it depends on the OS/browser? I'll have to look into this. Gravity could definitely be better. I'll look at Cave Story then. I have only 5 short levels, so adding checkpoint will make the game too easy I think.

I worked through the fourth level. It took me a few tries, but I made it. I'm not going to finish the 5th level. The first few sections are not fun enough to make it worth replaying them repeatedly to move forward in the game. So I would be in favor of a checkpoint system (try it in next platformer you make!).

That being said, solid game.

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

#64
post #59
post #49

Earlier quoted context omitted.

> "collect all coins to finish the level." put that in place of: > "coins are good, take them."

Both are direct instructions to take the coins.

But one of them doesn't say it's required. I can finish a level in Sonic without collecting all the rings, even though rings are a good thing.

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

#66
post #28

I'm a hobby/hopefully someday profitable game developer who recently jumped on the "develop a short game in X days" bandwagon. My most recently made game was developed in 2 days [ https://play.google.com/store/apps/details?id=com.ektomarch.... ], and damn did it feel good to get something done that fast! My current plan is to make a bite-sized game comparable to this at least once a month (it'd be a little stressful…

What consists of a 'day'? Coming home from work or school and working on it until 10pm? Spending an entire Saturday pounding away at it?

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

#67
post #59
post #49

Earlier quoted context omitted.

> "collect all coins to finish the level." put that in place of: > "coins are good, take them."

Both are direct instructions to take the coins.

it's to avoid people having to go back in the level to get coins they thought were 'good' but optional.

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

#68
As a mainly backend developer, I just signed up for the book, realised it didn't contain too much, but links to the tutorials. I had a quick read. and I would say it would be more accurate to call the title "One Javascript game per week". I got a bit excited thinking you could produce that sort of game using just HTML5.

Hope I don't sound overly critical, as its a cool game and I appreciate you posting it.

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