[HN Gopher] Show HN: Asterogue, my sci-fi roguelike, is now play...
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       Show HN: Asterogue, my sci-fi roguelike, is now playable on the web
        
       Author : chr15m
       Score  : 230 points
       Date   : 2024-11-08 07:43 UTC (15 hours ago)
        
 (HTM) web link (asterogue.com)
 (TXT) w3m dump (asterogue.com)
        
       | chr15m wrote:
       | Asterogue is a "juicy" graphical coffeebreak roguelike I made
       | that is pretty much directly inspired by the original Rogue in
       | terms of scope and features. You descend 17 levels into the heart
       | of an asteroid to find The Orb and save the universe. There are a
       | bunch of different monsters which get progressively harder as you
       | descend. Instead of magic there is technology and you can pick up
       | nanotech items and beakers of chemicals to buff your character
       | (or hurt them if you get unlucky).
       | 
       | I built Asterogue over the course of a couple of months while I
       | was bored on a break from work due to illness. The game was
       | always built with web tech but I only released it on Android and
       | Windows at first because that seemed to be the right way to
       | release a game. Well I recently realized maybe the right way is
       | the wrong way. Maybe this web thing really is catching on. So now
       | I'm trying out a web release to see if I can make it easier for
       | more people to play Asterogue. So far this is working well and
       | the game is getting more daily players than it ever did as a
       | native app, which I'm very grateful for!
       | 
       | For the web based version I am trying a new payment model. The
       | original Asterogue was like most other games in that you simply
       | buy it in the app store or on Itch and download the game. This
       | time around I am trying a new experiment with this and instead of
       | buying a downloadable binary, you can play the first few levels
       | free in your browser and then you pay one-time to unlock the full
       | game online if you want to continue. I think this strikes a nice
       | balance for players as you get to try it out and only continue if
       | you're actually into the game once you have picked up the vibe. I
       | haven't really seen this done before with web based games so it's
       | all a bit of an experiment.
       | 
       | This release also includes a bunch of fixes and new features
       | based on feedback I received from players after the native
       | version was release.
       | 
       | Anyway, I hope you enjoy my little roguelike game. Have fun!
        
         | joshstrange wrote:
         | Quick question, does purchasing the game from your website also
         | give you the windows version as well? I'd like to see if I can
         | run it on my steam deck but it's not clear to me if you only
         | get the browser version or not. The Itch.io page for your game
         | mentions the windows and Linux packages (and it's cheaper?) so
         | I wanted to check before buying.
        
           | chr15m wrote:
           | No it is only for access to the web version at this point,
           | sorry!
        
         | codingbot3000 wrote:
         | It is fun, nice one :-)
        
         | modeless wrote:
         | Glad to see more web games! The zero install/instant load
         | aspect is such a huge advantage for the web. I am interested to
         | see people's experience with monetization on web vs app stores.
         | 
         | These days it's possible to do almost any mobile game as a web
         | game. I recently discovered this very polished (despite the
         | cartoony graphics) battle royale:
         | https://gooberdash.winterpixel.io/ and the creator has an HN
         | post describing how they did it (Godot with wasm threads):
         | https://news.ycombinator.com/item?id=40372308
         | 
         | Another good source on the technical aspects of porting to the
         | web is Sebastian Altonen, a very good graphics programmer who
         | works at a company called HypeHype doing a kind of TikTok-but-
         | Roblox hybrid. He is currently porting from WebGL to WebGPU and
         | posting a lot about it here: https://x.com/SebAaltonen
        
         | animex wrote:
         | Would love to hear a bit about the tech stack or engine you
         | used (if any)!
        
           | modernerd wrote:
           | They reference these on the site's about page:
           | 
           | https://chr15m.itch.io/roguelike-browser-boilerplate
           | 
           | https://ondras.github.io/rot.js/hp/
           | 
           | https://www.oryxdesignlab.com/products/tiny-galaxy-tileset
           | 
           | https://nostalgic-css.github.io/NES.css/
           | 
           | https://sfxr.me/
        
         | er4hn wrote:
         | This is a really neat game. I love how you're showing that you
         | can build fun small games on the web. I always toy with the
         | idea of doing gamedev and seeing things like this are both fun
         | and inspirational.
        
         | kleiba wrote:
         | Looks awesome, I really enjoy the atmosphere of the game.
         | 
         | This being Hackernews, there's is generally a great interest in
         | both the technical as well as the business side of projects
         | such as this. Would you be ready to share some insights into
         | how well a game like this (which is targeting certainly a
         | niche) can do financially, both with respect to the investment
         | as well as the revenue side of things?
         | 
         | Sorry if this question might be out of your comfort zone.
        
       | hmcq6 wrote:
       | It was pretty jarring when the game stopped 3 levels in to ask me
       | for money. I guess it technically says "3 free levels" on the
       | splash screen. Perhaps OP could use the word "demo" somewhere in
       | this post.
        
         | chr15m wrote:
         | Thanks for the feedback, I will update the landing page with
         | make it clearer the full game is paid. I also added this
         | paragraph to my post which hopefully makes it clearer:
         | 
         | > For the web based version I am trying a new payment model.
         | The original Asterogue was like most other games in that you
         | simply buy it in the app store or on Itch and download the
         | game. This time around I am trying a new experiment with this
         | and instead of buying a downloadable binary, you can play the
         | first few levels free in your browser and then you pay one-time
         | to unlock the full game online if you want to continue. I think
         | this strikes a nice balance for players as you get to try it
         | out and only continue if you're actually into the game once you
         | have picked up the vibe. I haven't really seen this done before
         | with web based games so it's all a bit of an experiment.
         | 
         | Thanks for checking it out!
        
           | Evidlo wrote:
           | The popup should show after clearing some goal. Up to level 3
           | all I've done is picked up items and slain a few small
           | animals.
        
         | sigseg1v wrote:
         | I think something about the timing of it feels off to me as
         | well. I'm no stranger to payment screens; I grew up playing
         | shareware floppies. I think the difference is that, let's take
         | a game like Monster Bash for example: you can play up until you
         | beat the first boss, and it feels pretty epic, and then there
         | is a splash screen after the epic boss fight which is
         | essentially a "You think that was awesome? Want more? Mail us
         | at XYZ for Episodes 2, 3 and 4 to discover the rest of the
         | journey."
         | 
         | I totally mailed them and had to have more of that.
         | 
         | For this I'm not sure because I don't suggest changing the game
         | drastically, however it feels like there should be some epic
         | fun thing _first_ , usually after an hour or so, and then right
         | after that is when you ask the player if they want more. In
         | order for them to pay they would probably need to feel like
         | they already got a very good amount for free and that they now
         | feel generous. This is a cute game but I'm not getting that
         | feeling so I struggle with this.
         | 
         | For the creator: please don't take this as anything negative
         | about the game! It's fun and I like it. But monetization is
         | hard and I'm just offering my previous experiences where I've
         | personally seen it work successfully.
        
         | dave333 wrote:
         | Wonder if OP has given any thought to an ad supported version
         | for the cheapskates among us :-)
        
       | jcalabro wrote:
       | Love the 8-bit Holst :)
        
       | davedx wrote:
       | I love rogue games and recently spent an unreasonable amount of
       | time trying to beat Angband (and failing). This is refreshingly
       | simple, very playable on mobile too. Good luck!
        
         | debo_ wrote:
         | If anyone else wants to ride the angband-family-of-games train,
         | join us at angband.live :) A bunch of angband variants are
         | available to play in-browser!
        
       | debo_ wrote:
       | I love the aesthetic.
       | 
       | Couple nits:
       | 
       | I have no idea how I expected the browser back button to work,
       | but whatever it did do surprised me a bit. During gameplay, it
       | might be nice to have an "are you sure you want to go back?"
       | before it exits.
       | 
       | I'd recommend running spell check on your in-game messages. I
       | already saw "Weilding X" instead of "Wielding X"
       | 
       | I'll give it a further go.
        
         | chr15m wrote:
         | I just grepped the source and wow, literally every instance of
         | wielding is spelled wrong, including variable names. I've
         | updated it, thank you (will push it once HN is done thrashing
         | my VPS). Will also have a think about how to improve the back
         | button thing!
        
           | debo_ wrote:
           | At least you're consistent! :)
        
           | debo_ wrote:
           | I just did a quick run down to the paywall, and it's fun!
           | Good coffeebreak game, and I like the vibe a lot. I'll buy it
           | shortly.
           | 
           | I'm not sure if more mechanics show up later in the game, but
           | this feels like the kind of game that needs traps or other
           | landscape threats, even if they're 100% detectable. Maybe
           | there are cooler / more complicated items coming, but the
           | tactics so far are pretty light.
           | 
           | I personally also have qualms about tiled roguelikes that
           | don't let you move/attack on diagonals, but I understand
           | wanting to keep the keyset simple.
           | 
           | I was a bit confused by the sight radius at first, because it
           | was hard for me to distinguish which parts of the map were
           | uncovered and which parts were covered but black because of
           | the background. I wonder if you could add some sort of
           | transparent "fog" or something over unsighted areas, so that
           | you still see the space background but also make it clear
           | that tiles have not been sighted.
           | 
           | Hopefully this stuff helps.
        
         | hinkley wrote:
         | The number of RPG players who think they're playing a 'rouge'
         | is too damn high. It feels almost atmospheric that wield is
         | misspelled.
        
       | cengen wrote:
       | Great game! I like to experiment with different game frameworks
       | myself (currently on pico8). What "web tech" did you use to build
       | it?
        
         | debo_ wrote:
         | It gives you a list of the tech in the About section when you
         | first start the game.
        
           | cengen wrote:
           | Aha thanks!
        
         | chr15m wrote:
         | It's HTML, CSS, and vanilla JS (except for the ROT.js library
         | which is fantastic!).
        
       | kemotep wrote:
       | Chris is also the developer behind rogule[0], a daily roguelike
       | dungeon in a similar style as wordle or tradle type games.
       | 
       | Absolutely been enjoying it the past year.
       | 
       | [0]: https://rogule.com/game.html
        
         | n4r9 wrote:
         | Second that. Been roguling almost daily. It's great although
         | I'm now finding it's either a bit too easy, or impossible.
        
           | skarlso wrote:
           | Exactly. Sometime I'm surrounded completely without changes
           | of going around something with two three level 5-6 creatures
           | in the beginning at level 3.
        
           | chr15m wrote:
           | Glad you're enjoying Rogule, thanks for playing!
           | 
           | It's amazing to me how often I hear things like this even
           | though the level gen hasn't changed. I think maybe what
           | happens is people get really good at it and can then only be
           | defeated by really hard levels or unlucky combat rolls.
        
             | n4r9 wrote:
             | Yeah it's because of figuring out some strategy. Probably
             | difficult to avoid that while keeping to the minimalist
             | vibe of the game.
        
               | kemotep wrote:
               | Adding potions/scrolls with random effects could mix it
               | up. Maybe more of a fog of war/roaming monsters too?
        
       | Rhapso wrote:
       | Sound settings should not wrap back around to max when you hit
       | the "volume down" button a lot.
        
         | chr15m wrote:
         | Thanks, will fix!
        
       | cassianoleal wrote:
       | Probably not related to this game exclusively but whenever I
       | click on the screen, Firefox selects the canvas and the entire
       | map gets a blue screen on top. Is there some way to modify this
       | behaviour?
        
       | martinkallstrom wrote:
       | How do I descend after clearing a level?
        
         | hirako2000 wrote:
         | There is a stairs looking square in each level.
        
           | Steuard wrote:
           | There were easily visible stairs in my level 1 and level 3,
           | but on level 2 I walked around the whole map twice without
           | finding them. Possibly I was just being oblivious, but I
           | eventually tried moving sideways onto what I thought was a
           | slightly odd looking wall segment (I wish I remembered what
           | exactly made me think it looked odd), and suddenly I was on
           | the next level.
           | 
           | I don't know whether somehow the stairs icon just blended in
           | with the walls unexpectedly well and I managed to not
           | recognize it in that context (which seems possible but hard
           | for me to believe, given how much time I spent walking in
           | circles looking for stairs), or whether something odd was
           | going on with the icon being different or distorted for some
           | reason.
        
       | JohnDeHope wrote:
       | It was fun :)
        
       | swayvil wrote:
       | Hey this is pretty nice.
       | 
       | Played it on my phone.
       | 
       | No minimap. Got lost. Starved.
       | 
       | Controls were surprisingly ez.
       | 
       | Catchy music. Good ui. Pretty graphics.
       | 
       | I dig it.
       | 
       | I assume that you are familiar with DCSS.
        
       | jbellis wrote:
       | On the subject of scifi roguelikes, I've sunk 700+ hours into
       | Jupiter Hell. I've been playing roguelikes since the original
       | Rogue in the 80s and I think JH is the GOAT: skill tree that
       | rewards experimentation, learning curve that never feels unfair,
       | and that "just one more level" itch propelling you forward. Add
       | in a fresh take on ranged combat mechanics, a strip-it-to-
       | essentials design (a winning run takes me ~3h on Ultraviolence),
       | and a legitimately good custom 3D engine, and you have something
       | that I think will be recognized as a classic for years.
       | 
       | https://store.steampowered.com/app/811320/Jupiter_Hell/
        
         | swayvil wrote:
         | You are me. Will check JH. Thanks.
        
         | j_crick wrote:
         | Quite surprised to see JH mentioned here, it's a great game!
         | Also in some way it reminds me of Heat Signature, which is not
         | the same game at all, and yet somehow has the same kind of vibe
         | for me.
        
       | waihtis wrote:
       | Bought it after 5 minutes of play. Cool ambiance, great UI, will
       | get a broader play in later!
        
       | CatAtHeart wrote:
       | One suggestion is to allow for HJKL or WASD movement. Arrow keys
       | are fine and intuitive, but not in the best location. I remember
       | playing nethack years ago and it had the HJKL system.
        
         | hinkley wrote:
         | I wonder sometimes how much playing moria drew me to VI over
         | emacs.
         | 
         | Emacs' dealing poorly with choppy internet connections was the
         | main reason I went back to vi very quickly after trying it, but
         | it wasn't the only reason.
        
       | imp0cat wrote:
       | Great use of "Jupiter" by Gustav Holst on the main screen! Strong
       | Bluey vibes. :)
        
       | xivusr wrote:
       | Love the music retro look and feel. Awesome work here!
        
       | bryceneal wrote:
       | I enjoyed it, though for my taste it was maybe a little too
       | simplistic and easy. The original rogue is before my time, but at
       | one point I got very hooked on brogue
       | (https://sites.google.com/site/broguegame/) and this reminded me
       | very much of that.
        
         | hinkley wrote:
         | If a game called 'brogue' doesn't teach you to understand a
         | colloquial Scottish accent and slang, I don't even know what
         | we're doing here.
        
       | jamalaramala wrote:
       | One thing that I really liked was the "discoverability" of the
       | user interface.
       | 
       | I started to walk around, picking things up. Then, I noticed a
       | little "i" on the bottom left. I typed "i", and it opened the
       | inventory. Very good!
       | 
       | Now, the "i" was replaced by an "x". I really expected that "x"
       | would close the inventory... but it didn't. :-(
       | 
       | Unless the "x" letter is reserved for something important, it
       | would be nice if it could be used to close dialogs!
        
         | themanmaran wrote:
         | Also wish "i" wasn't the only way to open inventory. It feels
         | awkward having to move my hand from "i" to the top row numbers,
         | then back to the arrow keys.
        
       | johtso wrote:
       | Loving it so far!
       | 
       | My only comment is that it feels like there are too many items
       | for the amount of inventory space.
       | 
       | There will be rooms completely littered with boots that you just
       | walk past. Every time you see something interesting like a potion
       | you have to first chuck away a pair of boots before you can pick
       | it up and drink it.
        
       | j_crick wrote:
       | I've been Rogule-ing for so long that I'll just buy it as a big
       | thank you.
       | 
       | Also, why the gear cannot be dropped and only destroyed? :(
        
       | gavmor wrote:
       | Wow, wonderful! Love the rendition of "Jupiter". Really a
       | delightful experience.
       | 
       | On mobile, I'd prefer movement on the left, and inventory on the
       | right.
        
       | pmontra wrote:
       | A nice game.
       | 
       | But when I drop something by clicking on the red X button, the
       | item should drop to my feet and not become permanently lost. If
       | the game can't stack items, it could go in a random nearby space.
       | If there are no empty spaces, I can accept that I can't drop it.
       | Oh, I didn't check if monsters can step above items.
        
       | philsnow wrote:
       | Thanks for this! Some notes:
       | 
       | - food clock is kind of arbitrary (I went four levels without
       | finding any food), or else I'm just not diving nearly fast
       | enough.
       | 
       | - game crashed when I descended from level 16
       | 
       | - the only difference I can figure out between various monsters
       | are: some are stationary, some wander, and some chase you. I
       | can't tell whether they all steal money from you or steal items
       | or just some of them.
       | 
       | Fun overall, I'm happy to have paid the $5 just for the chiptune
       | Holst.
        
       | ktbwrestler wrote:
       | I love the 8-bit holst soundtrack. Great work and feel for the
       | game!
        
       | tunnuz wrote:
       | I'd love to be able to make stuff like this, very cool!
        
       | lairv wrote:
       | Spamming arrow keys makes you move faster than simply holding
       | them down, this is pretty frustrating
        
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       (page generated 2024-11-08 23:00 UTC)