[HN Gopher] Show HN: Eonfall - A new third-person co-op action g...
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Show HN: Eonfall - A new third-person co-op action game built for
the web
Hi all, I'm excited to share Eonfall with Hacker News Community!
It's been 2-years in the making built by a 2 man team. Eonfall, is
a new third-person co-op action game with rogue-lite elements built
exclusively for the web! We've finally reached a release candidate
state and set our official public release date for Jan 15th! The
game's current version 5.0.0-beta is live and available to test
play today! Unity game engine was used to develop the game along
with other services to handle the backend, and Nuxt 3 + Nuxt UI to
handle the front-end. We welcome any and all questions, feedback &
suggestions! Thanks all, Jon
Author : jonkuze
Score : 203 points
Date : 2024-12-21 16:45 UTC (1 days ago)
(HTM) web link (eonfall.com)
(TXT) w3m dump (eonfall.com)
| palmfacehn wrote:
| Crashed upon joining the game in Firefox. A modal dialog with a
| stack trace appeared.
| qingcharles wrote:
| Same with Chrome, Win 11.
| cchance wrote:
| Same with Arc on Mac...
|
| I saw people jump and sound for a second then crashed, hope
| hes got some error logging on the server side
| lexlambda wrote:
| Yep. So much for "built for the web". While I know that a lot
| of software is only tested on Chrome and Safari, I would expect
| different when marketing as being web-based.
| shermantanktop wrote:
| It's out for "test play" so I guess these are test results.
| It's a two-person team, cut them some slack.
| Kiro wrote:
| Getting the same on Chrome though so not sure what you're
| referring to.
| jonkuze wrote:
| Give it another shot after we pushed a fix earlier today. =)
| tgdn wrote:
| Same on Chrome and Safari on mac
| jonkuze wrote:
| thanksss fix coming shortly!!
| mlok wrote:
| I am on Brave on iOS and I have no idea how to start the game.
| thepill wrote:
| Sign-up/in appears only in landscape mode
| pmontra wrote:
| Firefox Nightly Android: the signup button appears in desktop
| mode, both portrait and landscape.
| jonkuze wrote:
| sorry the game is only playable on desktop at the moment... we
| will try to support mobile next year.
| jmpavlec wrote:
| It might be worthwhile to point this out explicitly on your
| home page for all the people checking it out on mobile. It
| wasn't inherently clear to me that I could play right now.
| Only found out it was playable by reading the comments here.
| abc-1 wrote:
| Looks really good, you should be proud.
| jonkuze wrote:
| Thank you!!! = )
| nahnahno wrote:
| Looks great
| jonkuze wrote:
| Thanksss!! =)
| Its_Padar wrote:
| > _Please make it easy for users to try your thing out,
| preferably without having to sign up, get a confirmation email,
| and other such barriers. You 'll get more feedback that way, plus
| HN users get ornery if you make them jump through hoops._
| https://news.ycombinator.com/item?id=22336638
|
| > _Off topic: blog posts, sign-up pages, newsletters, lists, and
| other reading material. Those can 't be tried out, so can't be
| Show HNs. Make a regular submission instead._
| https://news.ycombinator.com/showhn.html
|
| This looks very interesting but Show HNs need to be usable easily
| without making an account
| emaro wrote:
| You don't need to sign up. But I saw the play button only in
| Firefox. In Chromium the Play button wasn't there.
| Its_Padar wrote:
| Odd but still not within the guidelines as
|
| > _HN users get ornery if you make them jump through hoops_
|
| Is in them
| pvg wrote:
| It just isn't the case that you can't have a Show HN
| without signups - it's preferable for the friction-to-try
| be as low as possible but sometimes 'as low as possible'
| is, in the given context, still a fair bit of friction.
| Lots of Show HN's are in very early stages and unpolished,
| some use finicky/newish technologies, etc. If this
| particular one is too much of a hassle and you bounce off,
| that's fine but the suggestion the poster is breaking some
| sort of rule here is inaccurate.
| cchance wrote:
| what hoops? i clicked, play .. play now and got in... it
| crashed, on Arc (osx) but it started to load and i saw
| people moving around
| Kiro wrote:
| You click "Play now" and you're in the game. That's less
| friction than most Show HNs. You're misinterpreting the
| rules and being overly zealous for no reason.
| Perenti wrote:
| No "Play now" button on Firefox for me, only "Sign up"
| and "Log in".
|
| No corporate webpages, only anti-social media links to
| invite people.
|
| No "FAQ", "About" etc links.
|
| Not human friendly.
| jonkuze wrote:
| you don't need to signup at all to play! thank you for the
| feedback
| Perenti wrote:
| Firefox 133 no play now button at all. only "sign up" and
| "log in".
| rakibyte wrote:
| I played one game without signing up for a quick tour. I played
| against one wave then quit. The game is good for a browser game
| there are server issues but I guess that will be fixed before
| public release. I was getting ping around 21.
| jonkuze wrote:
| thanks for testing the game, really appreciate it. We will be
| looking into improving things for sure between now and official
| release date. Thank you.
| lovegrenoble wrote:
| Very clean job
| jonkuze wrote:
| thankk you! =)
| lovegrenoble wrote:
| Blocked in the store, asked to purchase some stuff ((
| jonkuze wrote:
| if you unequip the premium items you can play!!
| skndr wrote:
| Congrats on the launch! Looks like you can only play one game as
| a guest before getting stuck in a loop when hitting "play now"
| between "forgot to buy items?" and "you must be logged in to
| buy". I also wasn't sure which one was the base to defend once
| I'd wandered off.
| jonkuze wrote:
| thank you!! ahh stuck in loop because maybe you selected some
| premium items? thanks for the other feedback will for sure
| improve the onboarding.
| avree wrote:
| Arc browser, get stuck in a loop of "Connecting to server" and
| "Unable to Join! Connecting to New Server..." when I try to join.
| jonkuze wrote:
| thanks for feedback! New build should be coming shortly to fix
| this!
| doright wrote:
| Reminds me of the days of spending dozens of hours in Sherwood
| Dungeon in my youth.
| polishdude20 wrote:
| I haven't thought of that game in ages! The nostalgia hits
| hard.
| Snacklive wrote:
| Dude i remember that game it was so fun to wander around. One
| of the best memories of my childhood
| jonkuze wrote:
| ahhh yess use to play that game too!! I've been working on web
| games since about that time when adobe shockwave game became a
| thing. Fun times! = )
| rnewme wrote:
| Now that's something I haven't thought about for almost 15
| years, but have some nice and vivid memories about. Cool!
| tiznow wrote:
| This took me back to a very fun time in my life.
| geor9e wrote:
| Doesn't work. Perhaps too much hackernews traffic at the moment.
| Unable to Join! Connecting to New Server... Joining, Please
| Standby... Unable to Join! Connecting to New Server...
| jonkuze wrote:
| Try now... I think it's working OK after we pushed a quick
| patch update earlier today.
| robblbobbl wrote:
| Here is the error log of the error I get when trying to connect
| https://pastebin.com/YMXijJhB
| sourthyme wrote:
| Looks like a shader doesn't support your GPU. Sharing what GPU
| you have might be helpful. I'm not sure if it is in the logs
| somewhere.
| swirly-mcswirl wrote:
| I'm unable to play it on my chrome. No extensions enabled. OS Mac
| jonkuze wrote:
| ah you mean chromebook? YEs some chromebook may not have good
| enough GPU to run it.
| dimgl wrote:
| Super cool! For some reason my mouse doesn't work on Chrome,
| Windows :( I get a WASM error message and then it immediately
| stops working. Shame!
| jonkuze wrote:
| this WASM error should be fixed now...
| fidotron wrote:
| Very nice work, and congrats on getting so far with this! I have
| a few odd questions though:
|
| Is the networking websockets or webrtc underneath?
|
| Did you have tech challenges with the Unity side at all?
|
| What's your business model?
| jonkuze wrote:
| thank you! - using Mirror Networking Library w/ Websockets - No
| tech challenges except for the super slooow build times lol -
| Business mode Ads, Ad Rewards, and Virtual Currency to buy
| premium cosmetics
| fidotron wrote:
| Hey you could always try Unreal for even slower builds!
| jonkuze wrote:
| haha too funny!
| intelVISA wrote:
| shame they abandoned their web targets in UE5
| bcjordan wrote:
| Curious, are the slow build times locally, your own CI or
| Unity Cloud Build? (If local/own builders may be some ways to
| dramatically lower the build times eg by managing the
| Library/ cache per-platform.)
|
| Happy to help anyone with optimizing these approaches it's
| been a pain to figure out
| jonkuze wrote:
| Slow builds locally, but last I tried cloud build it was
| about the same.
| bcjordan wrote:
| In the most recent game I automated builds for the
| initial build took 1-3 hours, but subsequent builds with
| the Library/ folder cached took 5-10 minutes.
|
| Are you switching platforms between builds locally? (like
| building one for web / server / pc / mac etc). Platform
| switching essentially blows away the cache, making it
| take the full build time each time. There was an asset
| years back that would create folders for each platform's
| Library/ cache and switch between them when you switched
| build platforms.
|
| In CI (eg using https://game.ci) you can prefix build
| cache keys with the platform to manage that
| automatically.
|
| Unity Cloud Build is in general slower/more
| flakey/sometimes has cache issues compared to DIY CI, but
| it should speed up after a successful first build as long
| as it caches the Library/ folder, and they do separate
| that out by build platform properly. (Worth checking each
| build config setting is set to cache that)
| jonkuze wrote:
| Nope not switching between platforms. I'm actually using
| ParrelSync that allows me to have 2 instances of Unity
| open working off same codebase. One instance is set to
| Server and other to WebGL platform. The purpose of it is
| mostly for faster multiplayer development & testing.
|
| Server Builds are super quick, it's the Unity WebGL
| Client builds that take forever even if I have cache.
| Although I have not migrated to Unity 6 yet, that's
| actually next on my to-dos which I believe there are lots
| of improvements for WebGL builds there. So I'm hopeful
| for better dev experience there.
|
| I never knew about game.ci seems like it could be very
| helpful! Going to check that out... thank you!!
| ciaoben wrote:
| I am curious, what are the best Ads, and Ads Rewards platform
| for the web? Last time I dig into this I could not find
| anything on par with the offer for the mobile platforms.
| pravosleva wrote:
| Broken link?
| gcr wrote:
| Really exciting!
|
| Arc on OSX gives me a javascript alert() with a giant wasm stack
| trace about 2s after joining the match. Music continues to play
| but the graphics stop updating.
|
| Edit: Chrome works fine on OSX, oddly enough. (M1 mbp)
|
| Wonder if windows users are having trouble? Chrome on mac is
| infamously bad for OpenGL content
| robpco wrote:
| Also crashes with a Javascript alert on Firefox 133.0.3 on
| macOS Sequoia 15.2
| jonkuze wrote:
| ahh yes fix is coming shortly!! Thanks for reporting
| 8n4vidtmkvmk wrote:
| Congratulations on the launch!
| jonkuze wrote:
| thanks soo much!! =)
| kc711 wrote:
| Stuck in a join lobby error loop, but can't wait to try it out!
|
| One thing i will say, I LOVE the color picker options. I cannot
| stand games who nickel and dime for basic ass colors and you have
| an entire color wheel for free so kudos!
| jonkuze wrote:
| ahhh shoot i think the next build pushing shortly should fix
| the error you saw!! and yea haha i can't stand that either
| charging people for dang colors.
| reynaldi wrote:
| Very cool, I am surprised how it loaded so fast!
| jonkuze wrote:
| thanks!! glad its working well for ya = )
| ineedaj0b wrote:
| ran on a depreciated 2013 chromebook. impressive
| jonkuze wrote:
| whoa! niceee thanks for checking the game out
| cjrd wrote:
| Really enjoyable overall.
|
| As a noob, I did feel like I spent the majority of my time just
| running around trying to figure out what to do.
| jonkuze wrote:
| thank you for feedback... ah yes we are totally missing a
| tutorial with good guidance for noobs! we plan to work on that
| too.
| pentagrama wrote:
| Feedback: Got this error after pressing Play Now
| https://imgur.com/a/VCzACsF
| jonkuze wrote:
| thanks for sharing... actually pushing a new build to fix this
| shortly! it only happens when other players are in-game with
| the squads (friendly ai spawned) fixing sooon!!
| dintech wrote:
| I need look inversion. I can't play it this way.
| devmor wrote:
| Clicked "Play Now", made my little avatar, and it immediately
| told me to pay money. Not a great first experience.
| jonkuze wrote:
| thanks for feedback... although I think you selected items that
| are premium items... some stuff can be purchased for cheap
| which all players get a starting credit of 200. Other more
| expensive stuff need credits for that. We gota pay the hosting
| cost somehow =)
| devmor wrote:
| Yeah, I don't think there's anything wrong with that pattern,
| but it is an unpleasant experience when trying out the game.
|
| Perhaps make it obvious via the UI that these are premium
| items when selecting them?
| jonkuze wrote:
| thanks for feedback, yep you are right we could certainly
| improve the UX here. Thank you.
| legohead wrote:
| Looks interesting. Some feedback on the trailer: I wouldn't waste
| the precious first 5 seconds on guys running at the camera, and
| your post says something about roguelite. Are there skill trees?
| Items/equipment? Shops? Different zones? I assume the characters
| running at the start represent classes but there's no way to
| tell. I'd showcase clips of what all the game has to offer, not
| just combat the whole time.
| jonkuze wrote:
| thanks for the feedback... regarding the roguelite elements.
| Eonfall features dynamic missions & enemy spawns, and
| permadeath. You are right, would be good to incorporate more of
| that within a future game trailer somehow. Thanks again.
| torginus wrote:
| Does it though? I thought this was a web-native engine written
| for WebGL/JS or wasm. But it's just an n+1th Unity project that
| got exported to the browser. There are (tens of) thousands like
| this on itch/Steam/mobile app store.
| jonkuze wrote:
| I don't see what's wrong with Unity or any other native
| engine that can export to WebGL via WASM. It's still building
| for the web none-the-less.
|
| With tools like Unity you can focus more on the actual game
| development instead of building the tools for the game and
| then risk never releasing the game.
| kwanbix wrote:
| I really like it. My only concern would be the controls. It feels
| weird compared to doom or fortnite for some reason.
| jonkuze wrote:
| Thanks for the feedback. Did you try updating your key
| bindings? You have total control to assign the keys to your
| liking under controls.
| hnuser123456 wrote:
| It feels like the character continues walking for a second
| after letting go of a movement key, so it feels a little
| unresponsive from that. A bit of momentum is good but this is
| a little too long.
|
| Also, my s.o. started talking to me so I started listening to
| her, and I got kicked after only about a minute, could you
| bump the idle kick to something like 5-10 minutes?
|
| Additionally, I customized my character and hit play, and
| didn't realize I picked premium cosmetics until after I tried
| to play and got a message that I may have forgotten to buy
| the cosmetics. Maybe a clearer indicator on the item
| selection UI itself would help.
|
| Lastly, could you add a public server host/join option, for
| people who just want to play with others who are online?
|
| Besides that, it seems like you have a great foundation here,
| good character and enemy art and animation, and great sounds.
| Feels kind of like risk of rain 2, and that's a good thing.
| anovick wrote:
| After choosing character, loading the game, got an alert with
| some error about wasm.
|
| Second time I tried, was able to load the game.
|
| Sadly my 2012 Thinkpad is not able to keep up even on Low
| graphics (12 FPS) and looks like there's only a server in US,
| which meant 200+ Ping for me
|
| Looks pretty cool tho. Good luck working on the rough edges!
| jonkuze wrote:
| Thanks for feedback! Sadly yea the game may not run well on
| some older model laptops and anything with lower than mid-tier
| GPUs. We optimized as best we could to reach most hardware
| possible. We actually have servers globally, but depending on
| your region you will auto connect to servers closest to you.
| araes wrote:
| Similar experience. On an older laptop with integrated graphics
| it looks ok, just not playable. Even moving the camera around
| is stroboscopic.
|
| Graphics setting did not appear to change anything.
|
| High, medium, low - 5-8 frames per second. Started at 2-10, yet
| that may have just been log in delay.
|
| Ping started at 600, eventually stabilized at 300.
|
| Seems like an interesting idea, just seems like it needs a
| better computer than what I have.
| jonkuze wrote:
| Hey all, we just pushed a new build that should resolve the crash
| that was happening upon joining a game!
| tuzemec wrote:
| Is there a way to reverse the mouse Y axis?
|
| Btw, the music is dope!
| imp0cat wrote:
| Couldn't find any setting to invert mouse. Sad. :(
| bartleeanderson wrote:
| I just noticed that clicking on Terms of service link doesn't
| work and don't know where to find them to know what I am agreeing
| to. Maybe I do, and maybe I don't. Found it on the Sign Up popup
| as I was investigating and thinking about playing. I will assume
| they are innocuous and that I don't intend on doing anyone any
| harm so I will just go ahead and see if it is something I like
| even.
| jonkuze wrote:
| ahhh yess Terms shoot need to get that fixed! Sorry about that.
| marwis wrote:
| Worked fine in a window but too slow when fullscreen on my
| Surface Pro 8.
|
| Should have dynamic resolution to maintain FPS.
| jonkuze wrote:
| thanks so much for the feedback, will certainly take note of
| this.
| rglover wrote:
| This is great! Really polished and fun to run around the map.
|
| Do you have an announce list for the official release?
| jonkuze wrote:
| Thank you!! When you say announce list, do you mean like an
| email list of publishers or press that i'll be reaching out to?
| I have a few sources.
| rglover wrote:
| Just an email list for interested players. I'd like to sign
| up for updates if possible (followed on Bluesky but I'm not
| on there all the time).
| Cilvic wrote:
| Super cool music. Great vibes.
|
| on Firefox with ublock origin the playbutton wasn't visible so I
| made an account first. Pretty slow fps not sure why + hard to
| figure out where to go.
| jonkuze wrote:
| Thanks for the feedback. What is your computer specs, do you
| have about a mid-range GPU or better?
| tpoacher wrote:
| Couldn't get past the consent banner. I am _not_ going to click
| on a thousand "legitimate interest" toggles just to watch a
| trailer (and most certainly not going to "accept all" just to
| remove the banner). No idea what the game is about as a result.
|
| Not the best onboarding experience, I must say...
| pimlottc wrote:
| I know it doesn't address your concern about the website itself
| but you can also view the trailer directly on YouTube:
|
| https://youtu.be/i2gPwAsKxCE?si=lx_61nxRWf5kTPN_
| jonkuze wrote:
| ah thanks for the feedback! I agree, not the best onboarding
| experience. I'll certainly look into this.
| esher wrote:
| Looks like the banner is opt-out rather than opt-in. Do you
| need 150+ legitimate interest partners and what for?
| jonkuze wrote:
| It's for curated targeted Ads through our Ad platform
| AdinPlay. I'll certainly review this and see if we can
| improve that consent experience.
| aetherspawn wrote:
| Would be nice to play on mobile.
| jonkuze wrote:
| ah yess we will certainly be looking into this in the new year.
| Perenti wrote:
| Sorry, but if I can't see what it's about without an account I
| don't want to know.
| jonkuze wrote:
| You can play for free, no account required. Just click Play
| Now!
| Perenti wrote:
| No. There is no such button on my Firefox. Nor anything about
| who wrote this, what it is, or what it does. Lots of social
| media "invite" type things though.
| dtagames wrote:
| Congratulations on your launch as an indie studio! It's a
| significant achievement and the game looks great.
| jonkuze wrote:
| thanks soo much! yeaa it's been a long road... feels great!
| Thank you.
| Gollapalli wrote:
| Congrats! I played it for a bit and it looks great!
| laconicmatt wrote:
| Congrats on the launch. Looking forward to giving this a shot.
|
| Using firefox on android and the play button was hidden, even
| when I flipped my phone (zfold).
| Abishek_Muthian wrote:
| I concur. On a 1440 x 3216 screen I see the login/signup in
| landscape.
| Abishek_Muthian wrote:
| Congratulations.
|
| Do you have any advice for anyone starting with a web first game?
| NetOpWibby wrote:
| I've always wanted to build an internet-wide MMO available to
| anyone with a browser (Megaman Battle Network style)...I don't
| have 3D knowledge though.
|
| This looks incredible.
| jonkuze wrote:
| You can certainly do it!! Ofcourse will take time and a
| commitment to learning but you'll get there. =)
|
| You can always outsource some parts of development if you don't
| have the time to learn some parts as long as you got the money
| to invest it's possible.
|
| Thanks for checking it out.
| eclipxe wrote:
| Lots of fun, really enjoy it! And Woohoo, love Nuxt!
| sroussey wrote:
| I take it that it's desktop only? All I see is the opportunity to
| watch a trailer.
| jonkuze wrote:
| Ah yes, unfortunetly just playable on desktop for now. I should
| put a notification of sorts to inform mobile users. Thanks for
| that feedback.
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