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My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

armaansahni.com

471–480 of 493 posts

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#471

Okay... but.. A blog and a newsletter form? What could your 9 year old probably want to message me about? That's honestly a bit much.

We originally posted a link to the game on on reddit in r/programming, but they removed the post because it was an "app demo" and suggested a blog post instead. That got him motivated to write about the game (And I leveraged that motivation to help him learn how to communicate better - structure of a blog posts, etc) Newsletter was added after people on reddit asked about how they can be notified for v2 of the game :…

Why are you trying so hard to market your 9 year-old's project on multiple aggregators and leaning on his age to do it?

As a parent, is fame really something you want for him?

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#472

Nothing more to add to what has been said ("charging" enhancement is the top one feature needed), this is a great work! I simply wanted to share with you how proud would i be if my 9 yo child made such a similar game and wanted to thank you for inspiration since it's a few months i'm thinking to teach him the basic of programming even if i don't want him to focus on computers and screens in general. I wrote my first…

Kids dad here. I try to make a distinction between consumption and creation activities. Consumption activities (social media, youtube, playing games, etc) are time limited. But we're much more relaxed for creation activities (coding, making music/art, etc). This approach helps keep them safe from some of the negatives of the web, while letting them learn something valuable.

This was our approach too, it worked pretty well. When Covid and the lockdowns hit it all went out the window for us. It was simply to hard to supervise the kids and work as well.

I'm glad that you have made it work for you.

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#473

Earlier quoted context omitted.

We originally posted a link to the game on on reddit in r/programming, but they removed the post because it was an "app demo" and suggested a blog post instead. That got him motivated to write about the game (And I leveraged that motivation to help him learn how to communicate better - structure of a blog posts, etc) Newsletter was added after people on reddit asked about how they can be notified for v2 of the game :…

Why are you trying so hard to market your 9 year-old's project on multiple aggregators and leaning on his age to do it? As a parent, is fame really something you want for him?

I believe what he's created is remarkable for his age, and thus worth sharing. The way he used the LLM is very interesting, even to an adult audience.

The feedback received has been incredibly valuable. Not just for improving the game, but also for sparking conversations at home about game mechanics, color balance, coding standards, and even broader concepts like design and flow.

Ultimately, I'm showing him how we do things in the real world - build it, write about it, make sense of the feedback, and iterate.

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#474
Lovely!! Second this comment;

"In terms of constructive feedback: I would like to know when the various weapons are "charged." It doesn't seem like we can tell from looking.

Also it might be interesting to see what question the opponent is working on and what his answer is."

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#476

> But there was one downside to AI. AI was like a human which is why you could talk to it like a human. But because it was like a human, it could also be wrong like a human. So I had to make sure that it wasn't getting the answer wrong. For which I would sometimes use Google Search. I really don't buy that this was written/created by an actual 9yr old. But this might just be my unhealthy pessimism/skepticism when it…

I'm skeptical too, and I started at age 10 (C64, though, not html+css+javascript).

I dunno if such skepticism is healthy or not, but looking at the source I feel that it contains too many things that need explaining to a 9yo: `DOCTYPE` and all those `META` tags correctly set when they make no difference to the game, why `box-sizing` has to be specified, all those different `display` attributes correctly set for the display that is needed for that element, what the `ease-in-out` means ...

And that's without even getting to the Javascript stuff, like why use const vs let, why use backticks and interpolation, things commented out temporarily instead of removed, the way the code is modularised, etc

In short, there are too many irrelevant-to-the-output best practices implemented that, I feel (after seeing what a lot of beginner/student programmers produce) demonstrates a level of experience that cannot come from "My First Game".

The signs of an experienced hand in the development is, to me, unmistakable.

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#477

> But there was one downside to AI. AI was like a human which is why you could talk to it like a human. But because it was like a human, it could also be wrong like a human. So I had to make sure that it wasn't getting the answer wrong. For which I would sometimes use Google Search. I really don't buy that this was written/created by an actual 9yr old. But this might just be my unhealthy pessimism/skepticism when it…

I'm skeptical too, and I started at age 10 (C64, though, not html+css+javascript). I dunno if such skepticism is healthy or not, but looking at the source I feel that it contains too many things that need explaining to a 9yo: `DOCTYPE` and all those `META` tags correctly set when they make no difference to the game, why `box-sizing` has to be specified, all those different `display` attributes correctly set for the d…

Kids dad here. There's no doubt he had a ton of guidance - both parents are experienced programmers. Many things needed explaining to a 9yo, the same things that would have needed explaining to any new developer.

We went through MANY iterations (test-play/code-review + feedback + dev) before it was released to the public, which meant there was a lot of discussions and lots of opportunities for him to correct many small issues.

Some thoughts:

* DOCTYPE & meta utf-8 - he learned from Khan academy

* meta viewport - I showed him how to test for mobile and pushed to make mobile a priority

* const/let/backticks - he uses prettier in VSCode, which does this automatically

* code modularization - as a result of discussions around maintainability

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#478

Earlier quoted context omitted.

I was young at the time, but when I TA'd, the lesson I'd try to impart here is to take the time to learn the lexicon of the compiler error, and understand what it is trying to tell you. Then it's not just "code broke yo" but "is here is what is wrong." Much better to learn to have a conversation with a deterministic compiler than an LLM that'll just cook up some random junk when it gets backed into a corner.

I feel like after all these decades of research and implementation, compilers (and runtimes) ought to be better at directly explaining what's wrong. Python has made some significant strides in this area recently, but in my mind it's nowhere near enough.

Same. My first development environment was FutureBASIC (not counting booting an Apple ][ into the ROM's AppleSoft). The compiler error messages usually showed the right line number, the content of the line, and the where in that line something was wrong. Sometimes the real error was one line away. Rarely was the error further away. It didn't fight me about whether a new line was actually a new line.

It never told me mostly useless stuff like C, which I was exposed to a few years later. Error messages in C-ish languages seemed like they could be summarised as "Syntax error on line 247. Additionally, you have errors on 3123 other lines.". Often, the real error was on some earlier line, pages away.

The following may seem shocking to people who got started with typical programming languages, but most IDEs after my experience with FutureBASIC felt more like "a loose arrangement of parts that kinda work together if you configure them just right", rather than an _integrated_ development _environment_. (-: …Just trying to get a build environment set up or reconfigured seemed error-prone and had its own cryptic error messages. With FB, I just copied the application/executable file wherever I wanted, and copied a small folder/directory of support files to the same location. I didn't have to worry about separate "linking" and "object files", or how to tell the editing environment where the compiler was before the environment would know what to do when I told it to compile

Re: My son (9 yrs old) used plain JavaScript to make a game, and wants your feedback

#480
First of all, this is great. Tell your son a guy who makes spaceships thinks it's amazing.

Constructive feedback: 1. Insight into how "smart" the opponent is via their answers to the questions they're given. 2. Charge indicators, as everyone has said. 3. From a UI perspective, centering the interface would be great, but as we all know, grown adults with PhDs in computer science have a hard time centering divs.

Great work!

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