[HN Gopher] Show HN: Balancing game for the mobile browser with ...
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       Show HN: Balancing game for the mobile browser with increasing
       difficulty
        
       I made this 10 level Game. Excited for people to try it. :) Stay
       Balanced :)
        
       Author : nargaw
       Score  : 245 points
       Date   : 2024-04-23 10:22 UTC (12 hours ago)
        
 (HTM) web link (www.balanc3dgame.com)
 (TXT) w3m dump (www.balanc3dgame.com)
        
       | Waterluvian wrote:
       | Very cool! An issue I immediately had is that it seems to be
       | coded for a horizontal plane being zero. This means I must hold
       | my phone looking down at it, which isn't how I want to hold my
       | phone.
       | 
       | One idea is to sample orientation for a little bit at start, then
       | consider the average to be zero. Then have a button that zeroes
       | motion to whatever it currently is as a backup.
       | 
       | That way I can play your game without getting up from bed just
       | yet.
        
         | andrelaszlo wrote:
         | My neutral position is tilting away from me, even. Not ideal
         | but fun game either way. Reminds me of Oxyd:
         | https://en.m.wikipedia.org/wiki/Oxyd (I've only played the
         | nineties mac version)
        
           | Waterluvian wrote:
           | Oxyd was core to my childhood gaming as a Mac-only household.
           | Theres a free version called Enigma that has the Oxyd levels
           | by the way!
        
             | jeffreygoesto wrote:
             | http://www.nongnu.org/enigma/
        
         | spuz wrote:
         | I feel like that would make intuitively finding the zero point
         | hard. At least with the zero point being horizontal, all you
         | need to do is look at the world around you and see which way
         | things fall.
        
           | Waterluvian wrote:
           | You can always have a "bubble level" showing you the
           | orientation. Anything is better than requiring a player to
           | orient themselves very specifically to play at all.
        
       | maremmano wrote:
       | I'm unable to go forward. I'm using arrow keys.
        
         | bitdivision wrote:
         | It's accelerometer based, though arrow keys do seem to work for
         | me on Chrome / Linux
        
           | paranoidxprod wrote:
           | Arrow keys also seem to work on Firefox 126 Beta / Linux for
           | me
        
             | dotancohen wrote:
             | Yeah, the arrow keys also work on IE4 in Win98. No
             | accelerometer though.
        
         | ttrrooppeerr wrote:
         | Worked for me using A/S/D/F
        
       | kosolam wrote:
       | Nice. How did you build it?
        
         | skilled wrote:
         | Looks to be React with Three.js. No GitHub repo but source can
         | be seen using dev tools.
        
           | andai wrote:
           | Three.js games run fine on my old phone. Even with physics!
           | Buttery smooth.
           | 
           | React games however (even 2D ones) are a slideshow.
        
       | udev4096 wrote:
       | Finished all levels without falling at once. Great game!
        
       | tromp wrote:
       | I lost a bunch of times on level 7 and then was sent back to
       | level 1. Is there a way to avoid redoing completed levels?
        
         | otteromkram wrote:
         | Get better, then you won't have to redo any of them ;-)
        
         | risenshinetech wrote:
         | This is what we like to call a "skill issue".
        
       | luplex wrote:
       | Didn't work on Brave on Android, but it did work on Chrome :)
       | 
       | Kind of fun
        
         | logrot wrote:
         | And Firefox
        
         | hanniabu wrote:
         | I'm on chrome on android and it's not working for me.
         | 
         | I see 3 dots on the left, a 1 on the right, but nothing seems
         | to happen when clicking/swiping
        
           | TulliusCicero wrote:
           | You have to tilt your phone.
        
       | JohnSSS1978 wrote:
       | Very cool game!
        
       | shawabawa3 wrote:
       | having only 3 lives for all levels is a bad idea imo
       | 
       | Gave up once it started again from scratch, its not fun just re-
       | doing all the levels to try again
        
         | bogtog wrote:
         | The fear of needing to start all over adds a lot of suspense,
         | which is cool
        
         | risenshinetech wrote:
         | So to clarify:
         | 
         | With infinite lives, it would have guaranteed you made it to
         | the end, at which point you would stop playing anyway.
         | 
         | So in both cases you stop playing, but at least in one of the
         | cases the game remains hard for people who like a challenge.
         | Win win!
        
           | jncfhnb wrote:
           | Modern game design would suggest it's better to simply put a
           | death tracker for those who want a challenge rather than
           | impose tedium on those who just want to play the game
           | casually
           | 
           | "Stop playing" is not a meaningful metric
        
           | latexr wrote:
           | A win win would be if both types of people were happy, but
           | the status quo frustrates one of them. It's only a win if you
           | stop playing because you're satisfied, not because you're
           | annoyed. Games are supposed to be fun.
           | 
           | Plenty of games have a "zen mode" or "story mode" or
           | "explorer mode" or any other kind of name to enable an option
           | where're you're not severely punished by mistakes. Better
           | yet, they usually allow you to switch modes mid-game. Which
           | means you can progress at your own pace and appreciate
           | everything without getting stuck and rage quitting.
           | 
           | Anecdotally, even if I never turn those modes on I find that
           | the games who have them tend to be more fun and better
           | designed in terms of difficulty progression. Examples include
           | Celeste and Cross Code.
           | 
           | For this game, such a mode would even allow someone to see
           | all the levels or practice in one where they're stuck and
           | then try again with lives turned on. _That_ would be a win
           | win.
        
       | logrot wrote:
       | I like it!
       | 
       | Unsolicited improvement suggestion: When I finish a level, let me
       | see how well I did compared to others.
        
         | developer1000 wrote:
         | very good idea
        
       | wanttosheeddp wrote:
       | I did it with arrow keys on desktop. Got lost 2 lives at level 9
       | and got frustrated so I hit full throttle ahead and basically
       | bounced over all of the gaps. Then on mobile got to level 5.
       | Cool! Thanks!
        
         | recursive wrote:
         | Arrow keys! Thank you! I could not figure out how to do
         | anything.
        
       | ReptileMan wrote:
       | this has the feel of an old game called Ballance ... it was
       | amazing and begging for level editor.
       | 
       | Amazing job.
        
       | cuechan wrote:
       | When you put Smartphone upside down, the ball will fall up
        
         | bee_rider wrote:
         | I wonder what could be done with a Super Mario Maker style
         | community of people who make obscenely difficult maps. I guess
         | maps where you have to hover the ball by rapidly flipping the
         | phone would be just the start.
        
         | 2dvisio wrote:
         | Came here to say the same. Also one can combine that with
         | extreme tilts to accelerate massively and win easily
        
       | oxcabe wrote:
       | Cool game!
       | 
       | Level 9 made me realize there's some inner dread deep within me
       | when it's about playing web-based games with mazes.
       | 
       | Especially for those where you can fall off the path.
        
       | M4v3R wrote:
       | One of the first big games on the original iPhone after the App
       | Store was shipped was "super Monkey Ball", a port of a popular
       | console franchise. It was basically this but with fancier
       | graphics, many more levels and mechanics and cute characters. I
       | remember being amazed how well it worked with the phone's
       | accelerometer and how good it looked back then. Hard to believe
       | that was ~15 years ago already.
       | 
       | [0]
       | https://supermonkeyball.fandom.com/wiki/Super_Monkey_Ball_(i...
        
         | sunnybeetroot wrote:
         | If you liked monkey ball you may like Marble Blast, it even
         | runs on web https://github.com/RandomityGuy/MBHaxe?tab=readme-
         | ov-file
        
       | joshstrange wrote:
       | It doesn't have a privation aspect but if you like games like
       | this you might want to check out "Road to Ballhala" [0]. I
       | haven't completed it yet but I've been enjoying it quite a bit.
       | The "dialog" is very well done.
       | 
       | [0] https://store.steampowered.com/app/425410/Road_to_Ballhalla/
        
       | georges_gomes wrote:
       | A leaderboard for speed runners would be interesting :)
        
       | georges_gomes wrote:
       | The keyboard controls are particularly satisfying. Well done.
        
       | sen wrote:
       | Marble Madness vibes. One of my favorite nostalgia games.
       | 
       | I think having 3 lives per level with it resetting just that
       | level might be better for starters, then the 3 lives for the
       | entire game being a "hard mode".
        
         | codingdave wrote:
         | > Marble Madness vibes.
         | 
         | Those are the exact words I head in my head while playing as
         | well. I'd love to see a remake on modern devices.
        
         | sunday_serif wrote:
         | For me, this took me back to Marble Blast Gold. An early 2000s
         | game with essentially the same concept.
         | 
         | Great fun :-)
        
           | sunnybeetroot wrote:
           | https://github.com/RandomityGuy/MBHaxe?tab=readme-ov-file
           | 
           | You're welcome
        
       | lovegrenoble wrote:
       | In zoom meetings, I prefer this one, based on "Knot Theory":
       | https://brainteaser.top/knot/
       | 
       | Not sure I learned anything about Knot Theory from playing this,
       | but that was fun.
        
       | SamBam wrote:
       | Awesome! Make it a daily Wordle-style game! I need something new
       | in my morning routine.
       | 
       | I think having a universal 3-life max is very harsh. I died on
       | level 9 and was sent back to level 1. No way am I going to do the
       | first 9 again, so I won't find out what was on 10.
       | 
       | I think it would be more casual friendly to have infinite repeats
       | in every level, but you could have a total count of deaths, for
       | people who care about their score.
        
       | swagmaster8008 wrote:
       | BUG: If I make it to under the finish square by accident (falling
       | off right before the end of a level), it still counts as a win
       | when it should count as a death.
        
       | Aromasin wrote:
       | Very responsive; can't say the same for most browser games so
       | well done.
       | 
       | I managed to complete it in one shot. The old dog still has it :)
        
       | yashg wrote:
       | It is cool, but having to redo from the first level after 3 drops
       | kills the fun for me. Of course some would like that aspect, but
       | for me as a casual fun game it's a no.
        
         | amadeuspagel wrote:
         | I felt the same way at first, but it's ten levels, so you'd be
         | done in one session if you could redo every level infinitely.
         | This extends the fun a bit.
        
           | jncfhnb wrote:
           | It's ok to be done in one session
           | 
           | Replaying a level is boring
        
           | rjmunro wrote:
           | After 10 levels, it could be the same levels again, but with
           | a time limit that gets shorter for each cycle, or something
           | else to make it harder, like wind that blows the ball off
           | course and changes direction all the time.
        
       | brospars wrote:
       | Nice and very precise. I was expecting controls to be less
       | reactive.
        
       | dmos62 wrote:
       | Doesn't work in Firefox for Android.
        
         | toss1 wrote:
         | Also doesn't seem to work on FF for Windows. Can click thru
         | initial [Start] screen, but no clicks are effective on the
         | initial game screen showing the layout and [start] (at least
         | none that I could find).
        
         | k1t wrote:
         | You may (like me) have been trying to interact by
         | tapping/dragging/etc.
         | 
         | You need to physically tilt your device to play.
        
         | nebulous1 wrote:
         | It worked FF/Android for me, but it froze for a second every so
         | often.
        
       | speg wrote:
       | The ball just falls off and then endlessly falls through space...
        
       | Laremere wrote:
       | Nice work! Some thoughts:
       | 
       | The camera is tilted instead of looking straight down, and my
       | phone needs to be flat to be in the no movement neutral position.
       | This is unpleasant in to ways: How I'm sitting right now makes it
       | hard to look at my phone while it's flat; it would be much nicer
       | to be able to set my neutral point so I could play with the phone
       | mostly vertically. The combination of flat phone and camera angle
       | is awkward, as when you're looking straight down at the flat
       | phone it looks like the level is tilted, and the ball should be
       | rolling. If you're sticking with flat always being neutral, the
       | corresponding camera angle should be from directly above, imo.
       | 
       | After trying the phone and dying, I ended up playing on the
       | desktop with the arrow keys, much more pleasant.
       | 
       | Your light is coming from a direction where the magnitude is the
       | same in x,y, and z. This means there's no difference in shading
       | between three of the visible faces. (Or, you're using shaders
       | which does this for some other reason.) This may be an
       | intentional choice on your part, but I think it'd probably look
       | better with a light angle which gives more definition to the
       | geometry. Especially the level text suffers from this.
       | 
       | On the last level, is the spinning obstacle at a slightly offset
       | pace from the first moving platform? When I first saw the level,
       | they were very poorly timed with the obstacle sweeping past where
       | you'd go to get on to the moving platform right as the moving
       | platform came closest. Waiting a bit seemed to slowly improve the
       | situation, and I eventually got tired of waiting and just went
       | for it. Still unsure if they're actually in sync or not.
       | 
       | I died the third time on the last level, and called it quits when
       | it put me back at the start. A very harsh punishment.
        
         | s3krit wrote:
         | For the last level, you can get onto the moving platform on the
         | first cycle if you're quick
        
         | jagged-chisel wrote:
         | Third death being a reset to the beginning is indeed a harsh
         | punishment.
        
           | krisoft wrote:
           | Yeah, that is where i said to myself "f-this, you are not
           | paying me enough to put up with this" and closed the "game"
        
         | lwansbrough wrote:
         | +1, tilt should be dampened towards the natural orientation the
         | phone was in during initialization
        
         | hombre_fatal wrote:
         | I think setting a different "up" point ruins the metaphor and
         | you're trying mentally map tilting into arrow key inputs.
         | 
         | I'd recommend instead forgetting that your phone has an up.
         | Hold it in landscape and rotate it as needed to get the angle
         | you want before tilting.
        
       | grasseh wrote:
       | Managed to make it through by only losing a life on Level 6. The
       | last two were very scary (and I think I got very lucky on the
       | last one).
       | 
       | But I guess I played enough Super Monkey Ball as a teen to still
       | have a lot of practice for this.
        
       | jonnycomputer wrote:
       | Nicely implemented; controls felt very intuitive on the keyboard.
        
       | mopierotti wrote:
       | Idea: It would be super cool if the camera angle also shifted a
       | bit when you tilt your phone, making the level look more like a
       | real object. You would have to assume the relative position of
       | the phone from the viewer, but that assumption is already being
       | made (given that the view of the level is not from directly
       | overhead currently).
        
       | stpedgwdgfhgdd wrote:
       | Doesn't work on ipad? I can click Start, but in the next screen
       | nothing reacts to input.
        
       | brightball wrote:
       | Awesome work Nate!!!
       | 
       | I've been following your work ever since that Lightning talk on
       | Three.js at the Carolina Code Conference. You've got a lot of
       | talent and motivation, which is a killer combination.
        
       | ghnws wrote:
       | Nice! I would like it more without the "lives" though.
        
       | holoduke wrote:
       | Create a webapp from it. The typical usecase for an installable
       | version. Add service worker and a manifest.json. that way on
       | android phones you have an icon.
        
       | sufficer wrote:
       | Doesn't work on Chrome for android. Mid range android phone
       | though
        
         | dfc wrote:
         | Works like a charm on my Pixel 7.
        
       | nayuki wrote:
       | This reminds me a bit of
       | https://en.wikipedia.org/wiki/SkyRoads_(video_game)
        
       | dlivingston wrote:
       | What engine / library was used to make this?
        
       | developer1000 wrote:
       | very nicely done with all the graphics and motion. One thing i
       | would add is autofocus attribute on the next button so that i
       | just have to hit enter.
        
       | atum47 wrote:
       | Nice. I made one where you should guide a sphere into a hole a
       | few years ago. It was in 2D and I don't think it worked all that
       | great. I'll see if I find it and post it here
        
       | xyst wrote:
       | I was laying on my back. Started up the game without resetting my
       | phone to a flat state. Then the ball fell off the map. No
       | automatic reset like the other levels.
       | 
       | Maybe this is a speed run tactic that can be used later ;)
        
       | nasso_dev wrote:
       | you can speedrun by playing with the phone screen facing down.
       | tilt it slightly and the ball will go super fast. you can sort of
       | "fly", too, and climb up walls. i got to level 9 in like 30 secs
       | like this
        
         | thsksbd wrote:
         | Awesome. Thanks. I made it to level 10 like that
        
         | Liftyee wrote:
         | Can confirm. "Finished" all 10 levels in a minute on my first
         | try of this strategy. Maybe the end detection area is too
         | high...
        
       | lifeisstillgood wrote:
       | I liked it - thank you.
       | 
       | Can I suggest that you put something like "hold your phone flat
       | and face up" On the instructions / landing page
       | 
       | And make sure the start button can be seen in landscape mode
       | 
       | I gave up and it's only because HN gave me those hints that I got
       | tomplay at all
       | 
       | But - well done - you shipped ! Brilliant :-)
        
       | matthewhartmans wrote:
       | Absolutely love this! Well done OP!
        
       | IshKebab wrote:
       | Needs to have some visual feedback of the orientation. Also the
       | ball is too heavy & slow. And as someone else said the
       | perspective is wrong.
        
       | yzzyx wrote:
       | This is awesome! Makes me wanna play Monkey Ball!
        
       | pyryt wrote:
       | You can get the ball off the ground if you turn your phone upside
       | down. Then you can just sort of fly over the places where you'd
       | normally fall. Takes maybe a minute or two to complete all the
       | levels.
        
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       (page generated 2024-04-23 23:00 UTC)