Looking closer at the requestAnimationFrame callbacks, most frames required under 16ms, but every 20th frame required 120ms or more. Eliminate that slow frame and the game should have no problem reaching 60fps.
I agree—this game is really frustrating because it's difficult to see the barriers. Challenging games are often frustrating, don't disagree with you there - but this particular flavor of challenge isn't really fun. I'd prefer "it came too fast" or "it was moving and hit me" to "the wall looked just like the opening." I definitely got better after my first few plays at discerning the walls from the openings, but it took me a few tries to even realize that that's why I was dying. I imagine many people will give up before I did.
Just chiming in to agree with this. Games that are difficult because of their UI usually aren't very fun.
Also, it seems important for the game to quantize input. I.e. right now you can occupy a continuous height anywhere from "0.0 to 1.0", but it would be much more fun if the game would automatically snap your height to either "bottom, middle, or top." It's quite frustrating to lose because you just barely clip a gate.
I didn't realise it was a continuous range of heights, 3 set heights would definitely be better as the holes are at set heights. Fantastic game and music, though. Really demonstrates how capable WebGL actually is.
Even worse. I found myself in situations where I cleared the middle section of one gate and, without any movement on my part at all, hit the next gate even though it also had an open middle section. This happened to me twice with a gate at the top of a ramp.
I'm confident that I didn't move the ship because I used the arrow keys and positioned myself well before reaching the first gate. I was close enough to missing the opening that I would understand hitting the first gate, but hitting the second gate is uniquely frustrating.
No, I won't, because when frustration_value > fun_value I stop playing immediately and never come back.
Failing because I wasn't quick enough can be fun. Failing because your overly-clever graphics engine requires me to distinguish "fog" from "glass in fog" in 0.5 seconds is never fun.
As did I. It's not fun when I don't even know what I did wrong. Sometimes even after I fail I can't really tell how I was supposed to know what the proper path was because it all looks so similar.
Totally agree, I couldn't tell where the holes were. Made it very, very frustrating. Instead of making it a skills game, it made it more of a luck game. I'd rather play slots than this.
This. The game would at least be reasonably fun with wireframe options, or some way to kill the fog effects. But certain combos, like green with green fog, just become a big haze of green. Also, an option to show you where your hitbox is in relation to the gate alignment would do wonders. When you're going down stairs, trying to figure out where the heck you are, and then hit a complete reset, this game loses its fun. Also, holding shift results in what looks like me selecting the entire <canvas> window, as everything gains a blue highlight in Firefox 23.0.1
Apparently WebGL doesn't work on Chrome for certain types of hardware, including Intel Mobile 945 Express, NVIDIA GeForce FX Go5200, certain very old drivers, and a variety of other certain pieces of hardware/software, see http://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists#Ch...
Same here, but WebGL works for me; not only do I make things with it, I can use all games/demos in WebGL without issues. Only this game doesn't work. Chrome latest on Mac OS X.
Excellent work here. I've been waiting to see more HTML5 games, and I can't wait for the first real AAA game to come out with HTML5 support. While this one isn't a full-length game, it's still smooth and polished, and I'm excited to see what happens next in HTML5 gaming.
The movement isn't sensitive enough. You shouldn't have to lift the mouse at all when playing computer games with bounded motion like this; this game requires me to lift the mouse 3-4 times just to go from the lowest barrier to the highest.
It's not my sensitivity since I can traverse all 1080 pixels in less than a single vertical swipe of my mouse. Is anyone else having the same problem?
Amazing! I really enjoyed the game, and I have a tip, maybe to be possible continue the game round even if you failed to pass through the gates, but reseting the score and speed, this way will be possible to continue listening this incredible music! =)
Agreed. I'd love to be able to restart where I left off. Maybe the high score could reset, but the music could continue. The music's great, and coupled with the color change at the drop, it could be really cool.
Yes, but look how they do it. The music never skips a beat and certainly never cuts to straight silence, and Runner taps his feet for an appropriate number of beats so he launches himself at the right time. It's still a shock to lose, but it's not a bucket of cold water to the face like this.
Bit.Trip Runner was not this difficult. And it's hard to make out the difference between an open space and a closed one. I tried it about 30 times and then gave up.
On the one hand, I dislike the multiple layers of abstraction removing the programmer from the metal and killing performance. On the other hand, being able to hack the source code like this reminds me of my childhood Apple IIe, cracking and hacking days. Adding extra lives and other cheats was THE reason I learned how to program. If I grew up with today's binary apps and need for developer kits, I'd likely spend more time consuming and less time hacking.
After restarting for no less than 20 times, I've managed to get through 118 gates, wasted half an hour, all the while hating both the game and myself. Fun.
This is really really cool. Am I the only one who wanted to play just because I wanted to hear more of the song? It makes sense that the motivation to play a little more could be tied to how much of the song you hear. Even though I have heard this song before multiple times, the gameplay aspect of song revelation makes it more fun.
This got me thinking about how shortsighted are artists, musicians and producers, who are not thinking of reaching out to fans through interactive digital experiences rather than simple publishing deals. The music industry profitability is going down the drain and the only way to make people pay a premium would be to invest in thoughtful interactive experiences attached with the music. Games could be one of those but definitely not all of those.
how shortsighted are artists, musicians and producers, who are not thinking of reaching out to fans through interactive digital experiences
That's nice if you have a good marketing budget but most indie musicians, especially electronic ones, can't easily afford a video, never mind an interactive experience. It is possible and I have some interest in that aspect of things since my approach is heavily sequencer-based, but the more work goes into the music (as opposed to using canned loops) the fewer resources are available for other things.
Well, it was taking a long time to load for me so I looked at the network panel to see what was being loaded and I saw the lightmap. I have a little bit of a background in 3D graphics/game development so it instantly came to mind.
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[ 4.3 ms ] story [ 159 ms ] threadLooking closer at the requestAnimationFrame callbacks, most frames required under 16ms, but every 20th frame required 120ms or more. Eliminate that slow frame and the game should have no problem reaching 60fps.
(I used https://chrome.google.com/webstore/detail/web-tracing-framew... to get this).
Also, it seems important for the game to quantize input. I.e. right now you can occupy a continuous height anywhere from "0.0 to 1.0", but it would be much more fun if the game would automatically snap your height to either "bottom, middle, or top." It's quite frustrating to lose because you just barely clip a gate.
I'm confident that I didn't move the ship because I used the arrow keys and positioned myself well before reaching the first gate. I was close enough to missing the opening that I would understand hitting the first gate, but hitting the second gate is uniquely frustrating.
Failing because I wasn't quick enough can be fun. Failing because your overly-clever graphics engine requires me to distinguish "fog" from "glass in fog" in 0.5 seconds is never fun.
Great stuff!
It's not my sensitivity since I can traverse all 1080 pixels in less than a single vertical swipe of my mouse. Is anyone else having the same problem?
http://www.albinoblacksheep.com/games/missilegame3d
Awesome work anyway :)
This got me thinking about how shortsighted are artists, musicians and producers, who are not thinking of reaching out to fans through interactive digital experiences rather than simple publishing deals. The music industry profitability is going down the drain and the only way to make people pay a premium would be to invest in thoughtful interactive experiences attached with the music. Games could be one of those but definitely not all of those.
That's nice if you have a good marketing budget but most indie musicians, especially electronic ones, can't easily afford a video, never mind an interactive experience. It is possible and I have some interest in that aspect of things since my approach is heavily sequencer-based, but the more work goes into the music (as opposed to using canned loops) the fewer resources are available for other things.
I made a beautified version to look at here: https://gist.github.com/slacka/6434572