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Any chance you release these on mobile?
You mean releasing native iOS/Android games? Yes, I'm thinking about it.
On iOS PhoneGap runs reasonably well.
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Earlier quoted context omitted.
Any chance you release these on mobile?
You mean releasing native iOS/Android games? Yes, I'm thinking about it.
On iOS PhoneGap runs reasonably well.
Earlier quoted context omitted.
Do you have a video showing off your game? It looks good in the pictures but I'm curious as to how it looks in movement. What are you developing them with?
I don't have a video, but you can play the full game online for free: http://ektomarch.com/panic/panic.html Unity is the best thing I've found for rapid game development. I also use Lua + Löve for a bunch of quick 2D games, but it doesn't run on iOS or Android like Unity does.
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"Take them" is still a direct instruction to take the coins. I wasn't confused.
"Take them" !== "Collect all of the coins to pass the level" As stated, coins are often optional in other platformers.
Earlier quoted context omitted.
"Take them" !== "Collect all of the coins to pass the level" As stated, coins are often optional in other platformers.
I find it amusing how I can tell what programming language you write based off of your "not equal too" syntax for me it's "!="
It's weird though, because I mostly write CoffeeScript instead of JavaScript, which uses "!=" and desugars to "!==".
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…
> 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…
That said, I thought the goal was pretty obvious as well.
Admittedly, only a couple of them truly qualify for that title (annoyingly difficult gravity games with stupid simple controls), but I think they all adhere to the same theme - extremely simple game ideas that are nevertheless compelling.
In the Atari-NES era, technical constraints forced this style of game design upon developers, and they (well, some of them) still produced compelling games by focusing on the details of these simple interactions. There are admittedly somewhat similar constraints on this particular canvas (ahem) but I believe the tools have evolved so much that you can spend a lot more time on the mechanics, rather than fitting it into RAM (hence, 10 rather polished 8-bit style games in 10 weeks).
I think it's good to get back to basics. I played all 10 games, and I enjoyed it (though the typing game was downright cruel; it's amazing how difficult it is to read and understand a misspelled word, then type it misspelled, let alone the gibberish). Well done.