Review my HTML5 game (nuclearcarrot.com)
I noticed the standard of most HTML5 games is quite low. The only popular shoot em up out there was Crystal Galaxy and while it looks pretty I dont think its much fun to play. So I wrote my own. Uses graphics from the open Tyrian project.
Any feedback welcome.
10 comments
[ 3.6 ms ] story [ 26.3 ms ] threadAny feedback welcome.
Otherwise, it's a great start. Some things you might consider:
* Better explosions. You can get pretty good effects with expanding/contracting colored circles, or using an animated sprite. I'm not sure what would be more efficient in html5. For an example check out the explosions in http://mochiland.com/articles/flash-game-friday-death-vs-mon...
* Reduce the size of the player's collision box. Most 'bullet hell' shooters actually use a box much smaller than the player sprite to give the player a bit of leeway as they try to dodge bullets.
* There's a pretty big size mismatch between the player and the enemies, maybe even that out a bit? The small enemies are cool because you can have a lot in a wave, but as a player the small enemies felt frustratingly hard to hit sometimes.
* Bullet image sprites. Guessing there's a performance issue here but I thought I'd suggest it anyways just in case you haven't tried it. A nice bullet sprite will make enemy bullets easier to read and easier for the player to dodge.
The player laser beam is awesome :P
Design decisions: Dont rotate images - this really kills performance.
Try not to scale images - My rough performance tests said: draw 1 scaled image = draw 3 images.
As you guessed, Bullet images sprites were not done for performance reasons. I might try and add them again and see what it looks like.
I'll experiment with bigger enemies / explosion images / collision box changes.
I'll write up an article in the future covering my decisions in more detail. And yes I hate it when HTML5 games kill my CPU I was going to make sure this one didn't do that.
andy