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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

#71
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?

It was a full Saturday and Sunday of work--about 12-15 hours total. A large portion of that was adapting to C# and reading up on Unity documentation.

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

#72

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…

Spacebars have a lot of "throw" to engage. I prefer not using spacebar for twitchy movements.

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

#73
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.

No, "coins are good" doesn't mean "you must collect all coins." Coins are good in Mario too, but they're not mandatory.

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

#74
post #59

Earlier quoted context omitted.

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.

The "coins are good" part doesn't imply that it's required, but the "take them" part does.

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

#78
This is great! It's incredibly awesome how much you can take away from Mario and still have a fun game. I love how the rectangle slants to show that you are moving. The game feels really responsive! (Macbook Air, Safari 7.0.2)

The progression in difficulty seems just right. This is exactly what casual gaming should be like.

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

#79
post #70
post #62

You hit detection is off. It you make a game with pure rectangles the detection should be completely precise.

I'm also seeing this issue. Example, I died right after taking this screenshot: http://imgur.com/Egy49Kv

yes i died catching my breath in the same place. i repeat what person above said about rectangles meriting perfect collisions.

still a nice diversion. i like the way on my system, several bitmap redraws occur per screen trace, giving the character a parallelogram shape. subjectively, it looks like he's in a hurry :)

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

#80

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…

Spacebars have a lot of "throw" to engage. I prefer not using spacebar for twitchy movements.

Spacebars have the same amount of throw as any key on your keyboard. Additionally, the force required to press the spacebar is less than other keys because the keycap for the spacebar is heavier.
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