[HN Gopher] Pounce: A multiplayer stealth game about hunting / t...
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       Pounce: A multiplayer stealth game about hunting / tracking
        
       Author : underanalyzer
       Score  : 84 points
       Date   : 2022-04-18 16:55 UTC (6 hours ago)
        
 (HTM) web link (www.pounce.sh)
 (TXT) w3m dump (www.pounce.sh)
        
       | llaolleh wrote:
       | The tutorial is great. One of the best I've seen.
        
         | underanalyzer wrote:
         | I appreciate it! The tutorial was one of the most labor
         | intensive parts. It's hard to explain things
        
       | formerkrogemp wrote:
       | Well that was fun.
        
       | yonrg wrote:
       | Cool! I had already plenty of fun against bots.
       | 
       | Perhaps, creating a new game could generate a clickable link.
       | This would be much more convenient to invite others.
        
       | dwighttk wrote:
       | Kinda reminds me of captain sonar :)
        
       | ZYinMD wrote:
       | After finishing the tutorial, for 10+ games I was under the false
       | impression that a powerup is immediately used at the spot where
       | you acquire it. I think if powerups are named "weapons", it
       | should be less likely to cause this fusion for future players,
       | because the word "weapon" implies that you can carry it around.
        
       | Hammershaft wrote:
       | Great game!
        
       | thih9 wrote:
       | Looks cool! Minor issue, got: "Disconnected from server, please
       | reload the page", this unfortunately restarted my tutorial
       | progress.
        
       | ZYinMD wrote:
       | How do I know the effect of a powerup before stepping on it?
        
       | pouncethrow wrote:
       | Cool game, nice work.
       | 
       | Just had a bug where I was in two separate games at once against
       | different opponents. Perhaps a race during matchmaking? It then
       | switched between the two games when it became my turn but when it
       | was my turn in _both_ , switching to the second caused my timer
       | on the first to elapse since ai couldn't switch back to it after
       | moving in the second game.
       | 
       | With a little work, this bug could metamorphose a feature:
       | multiple simultaneous games!
        
       | pugworthy wrote:
       | For some reason my large corporation's IT department thinks this
       | website should be blocked.
       | 
       | Can I get a description of what this is like?
        
         | jaimehrubiks wrote:
         | same here
        
         | dsXLII wrote:
         | I presume your company is using Cisco Umbrella DNS? (It's
         | blocked for me too, and that's why. Umbrella has a "feature"
         | that automatically blocks any newly-seen domains for the first
         | few hours of their lifetime. Presumably they do some extra
         | scanning of said sites, and assuming they're safe unblock them
         | after a few hours.)
        
         | jldugger wrote:
         | It is a hidden movement game, akin to Captain Sonar. There is a
         | square grid of tiles, and you move around it in the typical 8
         | directions. Each player is told the color of tile their
         | opponent moved to (you cannot reuse a square). If you move into
         | your opponent, you win.
         | 
         | You have the ability to "pounce", jumping like three squares,
         | but doing so will announce your exact location, so if you miss
         | you will be dangerously exposed. There are also bonus pickup on
         | the map with various powerful effects, but picking them up
         | exposes you, same as a pounce.
        
       | joemi wrote:
       | As a fan of hidden movement board games, I definitely like this.
       | With some of the feedback/suggestions other people have already
       | noted, this could end up being really great. I definitely think
       | the control could use a bit of work.
        
       | anton001 wrote:
       | So cool!
       | 
       | Spend a good 30 minutes already.
       | 
       | I was a bit confused about the map shrinking at first, as it
       | wasn't explained in the tutorial.
       | 
       | This was my longest and most satisfying victory so far:
       | 
       | http://pounce.sh/?replay=1210431955
        
         | underanalyzer wrote:
         | haha that is very satisfying. Also yea some things I decided to
         | cut out of the tutorial because I didn't want it to be too
         | long. I will add help screen which allows you to see all the
         | rules anytime you want
        
           | thaumasiotes wrote:
           | I love the custom dismissive text on the "OK" buttons in the
           | tutorial.
        
       | psyc wrote:
       | Great concept. I've wanted a 3D conventional-FPS 1-vs-1 tracking
       | game for a long time. This is a neat board game-ization of it.
        
       | anExcitedBeast wrote:
       | I LOVE this. I'd love a correspondence mode so I can play over
       | the course of a few days (or even PBeM if you wanna go old
       | school).
        
       | bitxbitxbitcoin wrote:
       | This is a cool game. The tutorial was very informative and took
       | <10 minutes to complete.
        
       | i_cannot_hack wrote:
       | Great game!
       | 
       | I think the powerups seem to be bait here. I've won all but one
       | of the last 12ish games by never taking any powerups and simply
       | waiting for the opponent to reveal themselves by taking them. The
       | only time I used a powerup was to pounce onto a bomb when I
       | suspected the enemy was close and about to take it.
       | 
       | The powerups are often useless unless you already know the
       | position of the opponent, which you most likely won't if they
       | don't reveal themselves by picking up one of their own or clearly
       | move towards them. And when you take a powerup it's easy for an
       | invisible opponent to quickly track you down and pounce you from
       | an unknown/ambiguous direction without you having much
       | opportunity to react.
       | 
       | If you get a sense the enemy are generally moving towards a non-
       | bomb powerup by the tiles they step on, you can even prepare for
       | it by simply staying around the powerup tile and pounce them the
       | moment they pick it up, without exposing yourself to any risk if
       | you are wrong.
       | 
       | If both players avoid powerups I suspect it mostly would become a
       | game of chance (unless one player carelessly steps upon a
       | combination of tiles that reveals their position).
       | 
       | The way powerups permanently changes the board by marking the
       | tiles is a good idea in theory, but right now it adds another
       | huge weakness to using a powerup. Your opponent will be able to
       | very effectively track you even AFTER you used the powerups by
       | using the marked tiles in your vicinity. I would change it, maybe
       | by only giving the information about the marked tiles to the
       | player using the powerup.
       | 
       | I would also make it harder to move onto tiles you've stepped on
       | before, to increase the ability to narrow down an opponent over
       | time even if they try to remain hidden.
        
       | breakds wrote:
       | I really like the idea of the game. Super fun!
        
       | high_pathetic wrote:
       | Need power-ups wiki.
        
       | jsnell wrote:
       | The idea is neat. The UI didn't really work for me in a couple of
       | ways:
       | 
       | - The modal input mechanism feels kind of clumsy. An extra click
       | is needed for the most common move, and the buttons are somehow
       | too inconspicuous. At least I kept forgetting to make the
       | use/save choice for powerups.
       | 
       | - The path of terrains/actions taken is really hard to read. I
       | think it's due to overlaying the two kinds of icons on top of
       | each other. It'd probably be better if the terrain was shown as-
       | is, but the action type was shrunk to maybe half or third, placed
       | in a corner, and with an opaque background.
        
         | underanalyzer wrote:
         | This is great feedback thanks! I very much agree with the size
         | of the icons and will patch it soon
        
         | sudden_dystopia wrote:
         | Agree with this, especially the legibility of the paths at the
         | top.
        
       | sweetheart wrote:
       | This is a blast! Super fun. I hope this continues to gets worked
       | on, as with some polish it'd be a great game with solid
       | replayability.
        
         | underanalyzer wrote:
         | Thanks! I have a lot more ideas of where to take this but
         | wanted to see if there was interest before going all out into
         | it. I'm excited to keep building
        
       | pinko wrote:
       | Nice!
       | 
       | One pedantic note, hopefully helpful: "this let's you move
       | further" should be "this lets you move further" -- there is no
       | apostrophe in "lets" unless it's a contraction of "let us".
        
         | thaumasiotes wrote:
         | > there is no apostrophe in "lets" unless it's a contraction of
         | "let us".
         | 
         | It is not obvious that the form _let 's_ is a contraction of
         | "let us". For one thing, it's not generally possible to expand
         | it into the notional "uncontracted form"; if the form were a
         | contraction, that would be easy to do.
        
         | stavros wrote:
         | Also, "farther", unless it means you move again.
        
       | mLuby wrote:
       | Lots of fun! Pacifist run: https://pounce.sh/?replay=2480610918
       | 
       | If it could have multiple players (even teams!) and a "spectate
       | after death" mode, I could see this being a remote game night
       | staple like generals.io.
       | 
       | Other ideas - a leaderboard - achievements like "win without
       | getting a powerup" or "win by moving not pouncing" - limited
       | emotes like "well played" or "you got lucky" or "whoops" - offer
       | to rematch
        
         | lgas wrote:
         | A leaderboard would be clutch.
        
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       (page generated 2022-04-18 23:00 UTC)