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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

#92
post #74

Earlier quoted context omitted.

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.

not to the rest of us.

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

#93
post #49
post #45

Earlier quoted context omitted.

> 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 reached the end. The first time you see coins, the caption reads "coins are good, take them." Then at the end of the first level, it says "collect all coins to finish the level." I'm not sure how he could be more clear than that, and even if someone misses the captions, it's immediately…

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

There's a certain joy in the reward of having taken the coins before you knew for sure you needed to that would be lost.

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

#94
post #73
post #59

Earlier quoted context omitted.

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.

"Take them" is still a direct instruction to take the coins. I wasn't confused.

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

#95

Earlier quoted context omitted.

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.

Oh, not on my HP. Any of the arrow keys (specifically in this case the up key) has way less push to it than the spacebar.

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

#96
post #2

OP here. Let me know if you have any questions about my project.

On the last level, there's a part where you have to get coins on a ledge with three reds, two up and down, and one horizontally moving.

I kept getting hit by the horizontal red even though I didn't go down the ledge.

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

#97
I'm impressed with the general quality:time-spent ratio.

I think the basic level design and polish steps are fairly well done. Even the sluggish controls (as a number of people have pointed out) feel more limited by lack of engineering time than your understanding of what feels good, and I would guess that through some rigorous testing and closer scrutiny of your code that could easily be fixed.

However, I think you exhibit some game design anti-patterns. I am referencing Zileas' List of Game Design Anti-Patterns[1], that I think game designers should reference more often until it's a quick checklist whenever they design any game.

Most notably I think Dark Blue succumbs to "False Choice" and "Or We Could the Player."

[1] http://forums.na.leagueoflegends.com/board/showthread.php?t=...

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

#98
post #74

Earlier quoted context omitted.

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

not to the rest of us.

I don't understand how it could be interpreted as anything other than a direct imperative.

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

#99
Pretty good game for a week. Most quick and/or beginner platformers I see have a lot of glitches with collision detection and response. You pretty much nailed it.

Critique-wise, the low end of the variable jump height is a little high, and if the game lags it messes up the physics (e.g. in the first tunnel of the last level the player stayed up against the ceiling longer than usual, missing the platform).

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