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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

#102
post #98

Earlier quoted context omitted.

not to the rest of us.

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

"Take them" implies that they are important, but does not definitively state that they are required. It's like saying in Legend of Zelda "Triforce pieces are good. Take them." It's massively understating the importance of the Triforce, since you can't beat the game without all the pieces.

Let's just leave it at "some people were confused". Because honestly, in terms of user experience, that's all that matters.

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

#103
post #93
post #49

Earlier quoted context omitted.

> "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.

I bet it's not as strong as the annoyance of missing them and then realizing at the end that you need them.

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

#105
post #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.

It uses HTML5 canvas and audio APIs.

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

#106

I'm slightly afraid of clicking on game links on HN after 2048.

Seriously. I thought I was fine until I was reading HN on my phone and thought to myself "hmmm... I wonder if the game works well on a mobile browser."

It does. #fml

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

#107

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 liked the lack of momentum. It made it easier to fall and collect coins stacked vertically!

Input lag not noticed here. Win 8, Chrome.

Yes checkpoints would be overkill in this size of level. I enjoyed the challenge of completing the last level, having to start again many times!

Well designed levels and fun graphics, sound and text. Make bigger games and I think they could be really popular!

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

#109

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.

No, not really. Also, no other key suffers from not being pressed from the center of the key.
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