Live data from Hacker News

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

lessmilk.com

81–90 of 151 posts

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

#81
post #2

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

hey lessmilk,

I liked the games, actualy played longer then i intendet the #6 :=) The Gameplay Mixing Board was used for the ingame music in the last one. Is this a free musik then, or did you just asked the autor to use it?

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

#82

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…

The "coins are mandatory" message appears two screens after the first two coins. If you missed those, it takes about 5-10 seconds to go back. It's no biggie and certainly not a "dick move".

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

#84

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.

Depends on if you are using a dell quietkey or a macbook pro.

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

#87

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…

> In general the controls are too sluggish... other stuff He made this in a week. It's a demo of what you can do in a week. You're reviewing it like it was a serious game. > giving critique has sometimes been discouraged on HN Bad critiques are. Yours is not a bad critique, I just think you're critiquing the wrong thing.

I think he made some really good and instructive points though, these are really relevant if you want to get better at game design. But I also agree that you have to look at this game as a demo and not expect it to be perfect in any way besides being a nice showcase of what you can achieve in just a week.

I'm impressed by what I've seen on lessmilk up to now by the way. Not in terms of coding (all of these games are almost trivial to implement), but all the more by the thoughtful game design that went in of them. Literally all of the 9 games so far have been fun to play, if only for a few minutes. I think it's much harder to come up with a new game concept every week, no matter how simple it is, and executing on it, than it is to actually do the coding to implement it. So thumbs up for that!

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

#89
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…

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?

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

#90
post #89
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…

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.

Post reply on HN