guigui | 7 comments | 3 weeks ago
EDIT: thanks for all the great feedback!
FrustratedMonky | 1 comment | 3 weeks ago
I did like equinox space a lot.
guigui | 0 comments | 3 weeks ago
KingOfCoders | 1 comment | 3 weeks ago
guigui | 0 comments | 3 weeks ago
demondemidi | 1 comment | 3 weeks ago
guigui | 0 comments | 3 weeks ago
Intox | 1 comment | 3 weeks ago
guigui | 0 comments | 3 weeks ago
maxlin | 1 comment | 3 weeks ago
Also played thru equinox. Nice. Tight packages both!
guigui | 0 comments | 3 weeks ago
Congrats on finishing Equinox!
febed | 1 comment | 3 weeks ago
guigui | 0 comments | 3 weeks ago
Yes, we relied on UA-based mobile detection which worked back then but a few years ago Apple stopped treating iPadOS as mobile, and we never patched this.
huhtenberg | 1 comment | 3 weeks ago
guigui | 0 comments | 3 weeks ago
Edit: not sure if you're talking about Equinox or Keep out. But my answer is true for both projects. ;)
zamadatix | 1 comment | 3 weeks ago
mkl | 1 comment | 3 weeks ago
Better than a fallible API that didn't exist when this was made, or a way-too-limited layout choice, would be to make it work well with arrow keys and mouse (arrows already do the basic movement), or to make the 6-key instruction screen configurable.
zamadatix | 0 comments | 3 weeks ago
Good note on the game being released ~2015 though, the API wasn't added until ~2018.
sho_hn | 2 comments | 3 weeks ago
As a rainy weekend hack I did a quick and dirty port of a fan decompile of the original Tomb Raider to WASM/WebGL a few weeks ago:
https://eikehein.com/stuff/sabatu/ (this uses alternative fan assets inspired by TR1)
The TR community has a couple of websites hosting lots of great fan levels, I'm hoping to make this good enough to allow playing them straight from the browser at some point.
tzot | 1 comment | 3 weeks ago
sho_hn | 0 comments | 3 weeks ago
spxneo | 0 comments | 3 weeks ago
Tokkemon | 2 comments | 3 weeks ago
Couple feedback points: I really hate the health system. I wish it was clearer how much health the potion recovered. I'd almost have it more like a traditional unit-like health bar and the potions recover one unit. Also having the R key so close to the movement keys made me press it in a panic several times when trying to move away. ALso allowing you to use a potion when your health is full feels really cheap. Also what about purchasing such items in the store after each level?
I never really got used to the strict 90 degrees movement and my fingers constantly got confused between strafe and turn. But I'm sure I'd get used to it in time. I'm more used to the FPS movement when this is more of an arcade-style setup.
For the map, I'd recommend holding the TAB key to show it, so it's just for quick glances.
Would have appreciated a little more variety in the props, though I only played to level 8, so I'm sure more gets introduced. There were new enemy types all the time which was nice.
blagie | 2 comments | 3 weeks ago
My additional feedback:
* I got to level 13 or 14, and then got bored. There was no way to save, and it wasn't clear if it went on. Does it repeat forever? Is there an end.
* What would also be helpful is to understand the purpose. This type of game is the type of game I often see developed as a kids' project, where in a camp or similar, a senior developer sets up an API designed to make it easy, generates all the artwork, and then kids code the high-level logic. If it were open-source, perhaps it'd be that? Perhaps it's intended to be commercialized with more development (that'd be tough with a million similar apps)? Perhaps it's intended as publicity for the coding shop? That would be helpful to understand too when looking for feedback or when visiting.
brushfoot | 0 comments | 3 weeks ago
I agree that it starts to feel repetitive around 13 or 14. For me the turning point was the wand, which feels a bit overpowered and like it needs a cooldown as has been pointed out. An improvement might be having bombs and arrows in the store so you can do something with the gold you keep amassing.
hoten | 0 comments | 3 weeks ago
jamilton | 0 comments | 3 weeks ago
kibwen | 4 comments | 3 weeks ago
debo_ | 0 comments | 3 weeks ago
https://store.steampowered.com/app/1601280/Potato_Flowers_in...
emmanueloga_ | 1 comment | 3 weeks ago
thaumasiotes | 1 comment | 3 weeks ago
Dungeon crawler is a much wider field than blobber is.
badsectoracula | 1 comment | 3 weeks ago
A dungeon crawler can be a blobber but not all dungeon crawlers are blobbers: if you control a single character - like in the linked game - the game is not a blobber. Note that also not all first person games where you control a party are blobbers: for example games like the classic Gold Box games (e.g. Pool of Radiance) are not blobbers since while you have first person exploration and a party to manage, combat switches to a 3rd person isometric-ish perspective where each party member is an individual entity that is controlled separately. Though some people may say that games like Gold Box have blobber exploration and non-blobber combat.
Also FWIW (and this is something the authors of the linked site above acknowledge too), not all dungeon crawlers and blobbers use a grid-based system for movement and combat: classic examples would be Might & Magic 6 and Wizards & Warriors, both of which are blobbers (the entire party acts as a single "blob" in the game world) but use free movement.
thaumasiotes | 1 comment | 3 weeks ago
And this game is also a blobber, including by that definition. Your party happens to have one member. But the game is clearly a blobber. You can do the same thing in Wizardry, it's just a bad idea.
By your definition, though, it would appear that virtually all JRPGs are "blobbers", which seems wrong to me.
badsectoracula | 0 comments | 2 weeks ago
If a game does not have you control a party of multiple members it is not a blobber, there is no "it just happens to have one member". That makes as much sense as Apple claiming that a tap is a zero length swipe back in the day and it'd basically mean all games are party based (hey, Quake is a party based game because you control a party of one - and Solitaire is a party based game because you control a party of zero).
> You can do the same thing in Wizardry, it's just a bad idea.
Wizardry is a blobber because you can have multiple party members even if you decide not to. The linked game is not a blobber because you cannot have multiple party members even if you want to.
> By your definition, though, it would appear that virtually all JRPGs are "blobbers", which seems wrong to me.
Only JRPGs that treat the entire party as a single "blob". And yes, blobbers are very popular in Japan and have influenced other games made there too.
keyle | 3 comments | 3 weeks ago
kibwen | 0 comments | 2 weeks ago
thaumasiotes | 1 comment | 3 weeks ago
But it isn't.
> Subtle but completely different gameplay as a result.
It's difficult to identify "results" of circumstances that aren't true.
squigz | 1 comment | 3 weeks ago
thaumasiotes | 1 comment | 3 weeks ago
What kind of response do you think is warranted?
squigz | 0 comments | 3 weeks ago
parasti | 0 comments | 3 weeks ago
TheGRS | 0 comments | 3 weeks ago
hu3 | 2 comments | 3 weeks ago
It uses Three.js.
keyle | 0 comments | 3 weeks ago
tarruda | 0 comments | 3 weeks ago
lovegrenoble | 1 comment | 3 weeks ago
trothamel | 4 comments | 3 weeks ago
kipple | 1 comment | 3 weeks ago
mkl | 0 comments | 3 weeks ago
SpaceElephant | 0 comments | 3 weeks ago
squigz | 0 comments | 3 weeks ago
dylan604 | 0 comments | 3 weeks ago
xandrius | 2 comments | 3 weeks ago
Great variety of enemies and attacks. Loved the different weapons and how they "evolve".
If would be fun to have the frozen ward being able to nullify the fireballs, as it seemed an obvious consequence.
I think after unlocking all the base weapons, it would be fun to move up and be able to access "epic" sets (not just money locked, so you don't see them until you buy the other ones).
Also expected to have some "hidden" treasure rooms but even trying no walls broke, even with bombs.
Might be nice to have a boss fight every 5 level, often it's done by taking the base enemies and making them huge and harder. If I had a reason (like reach level X to save the princess, or reach the center of the earth or something else), I would have kept playing but after level 10 and everything unlocked, I thought maybe the game was over.
I really enjoyed the experience! The graphics were great, just the level cleared text seemed lower quality than the rest (maybe a font rendering problem?).
Great job!
fellowniusmonk | 0 comments | 3 weeks ago
zaik | 0 comments | 3 weeks ago
birdgoose | 1 comment | 3 weeks ago
The "About" button in the menu leads to a webpage that 404s. As another commenter has pointed out the correct URL is https://www.littleworkshop.fr/projects/keepout/
franck | 0 comments | 3 weeks ago
popcar2 | 2 comments | 3 weeks ago
* The wand's cooldown is way too low. It has infinite charge so there's no consequence to stunning enemies, attacking them, moving backwards, repeating. You can effectively stunlock any enemy.
* Dragon's attack speed is almost instant. There should be an attack animation before it shoots a fireball, right now it feels like it's faster than any melee enemy. Ranged units should be manageable when they're close.
* A dungeoncrawler needs traps. Where are the floor spikes, wall axes, giant rolling stone balls? It needs it.
* The "Read more about this project" links to a 404, I guess this is an old project.
franck | 0 comments | 3 weeks ago
kevindamm | 0 comments | 3 weeks ago
airstrike | 0 comments | 3 weeks ago
controls could use some work. i'd rather move with wasd, turn around with the mouse and attack with the mouse too because it's a first-person camera...
or make A and D turn-and-move in that direction with some other input for strafing which seems less useful than turning. and in any event, attacking with something like j, k or l is probably more intuitive (to me)
bredren | 0 comments | 3 weeks ago
The game overlays, however, displayed undistorted, in their correct positions.
Animats | 4 comments | 3 weeks ago
Worked fine, cleared five levels, bored.
mattbee | 0 comments | 3 weeks ago
Legend Of Grimrock is the modern remake I know, drags you into its complexities level by level. Really good game.
hgs3 | 1 comment | 3 weeks ago
Narishma | 0 comments | 3 weeks ago
flykespice | 0 comments | 3 weeks ago
lovegrenoble | 0 comments | 3 weeks ago
atleastoptimal | 0 comments | 3 weeks ago
There is a charm to the first-person element and limiting movement to a grid, but the controls feel slow and are frustrating relative to FPS movement or a top-down action RPG Diablo style layout/controls. It was annoying waiting for each animation to finish between alternatively walking/turning/strafing.
jverrecchia | 1 comment | 3 weeks ago
lenerdenator | 0 comments | 3 weeks ago
teddyh | 0 comments | 3 weeks ago
IvanK_net | 0 comments | 3 weeks ago
headsman771 | 0 comments | 3 weeks ago
keepamovin | 0 comments | 3 weeks ago
I'd say the experience is already optimized :)
Can you tell a little bit about the creation process? Is it a team? What did you user to build this and create the textures and and characters?
declan_roberts | 1 comment | 3 weeks ago
imp0cat | 0 comments | 3 weeks ago
MikeTheGreat | 0 comments | 3 weeks ago
Also, this reminded me that I hadn't played my Rogule [1]for today, so I'll go do that, too :)
VelesDude | 0 comments | 3 weeks ago
I always found it funny when you would leave the store it would have this fade out/shrink animation. It is the same transition I have on my desktop windows and for a moment I kept thinking it was about to crash. ;)
StarlaAtNight | 0 comments | 3 weeks ago
ww520 | 1 comment | 3 weeks ago
May be adding mouse control? Turning with arrow keys are kind of clunky.
gschizas | 0 comments | 3 weeks ago
sgt | 1 comment | 3 weeks ago
modeless | 1 comment | 3 weeks ago
pjmlp | 0 comments | 3 weeks ago
hgyjnbdet | 0 comments | 3 weeks ago
Kudos.
bilsbie | 2 comments | 3 weeks ago
xandrius | 0 comments | 3 weeks ago
If you went for the pure browser way, Babylon.js would be your best bet. It has a bit of a learning curve, as you would need to implement base game features yourself but it wouldn't take too long for something like this.
Dansvidania | 1 comment | 3 weeks ago
modeless | 0 comments | 3 weeks ago
nickagliano | 0 comments | 3 weeks ago
Worked well on iOS Safari. Installed as PWA and everything. Managed to keep my attention for 5 levels. Nice work.
timeon | 0 comments | 3 weeks ago
hchak | 0 comments | 3 weeks ago
I thought about generative games, so that one game could be made, and each individual gets their own experience.
Well done!
kuon | 0 comments | 3 weeks ago
pryelluw | 0 comments | 3 weeks ago
jasonjmcghee | 0 comments | 3 weeks ago
pjmlp | 0 comments | 3 weeks ago
Great work.
epolanski | 2 comments | 3 weeks ago
badsectoracula | 0 comments | 3 weeks ago
However the largely "casual" market who played these games switched to mobile phones and any remaining "hardcore" players switched to Steam, which in meantime opened up to developers.
And from a technical side, it took years for web tech to reach what you could do with Flash when the latter was forcibly killed.
modeless | 1 comment | 3 weeks ago
sublinear | 0 comments | 3 weeks ago
The market for other types of players is there and it's far from niche. It's more like making games for them isn't as lucrative. Still pays well for sure, but you can make the same or better working in a corporate office like everyone else. Ironically, office drones are probably the ones who most want to make and play these games.
thepra | 0 comments | 3 weeks ago
IshKebab | 0 comments | 3 weeks ago
russellbeattie | 0 comments | 3 weeks ago
razodactyl | 0 comments | 3 weeks ago
datascienced | 0 comments | 3 weeks ago
verse | 0 comments | 3 weeks ago
throwawayben | 0 comments | 3 weeks ago
KTaffer | 0 comments | 3 weeks ago
sshine | 1 comment | 3 weeks ago
flykespice | 0 comments | 3 weeks ago
sidcool | 0 comments | 3 weeks ago
Tyr42 | 0 comments | 3 weeks ago
p0w3n3d | 1 comment | 3 weeks ago
__s | 0 comments | 3 weeks ago
Melee knockback always a tossup, especially since freeze can be chained, goes much nicer on Windforce
Observed pacman glitch: running towards projectile can cause it to miss