[HN Gopher] A WebGL game where you deliver messages on a tiny pl...
       ___________________________________________________________________
        
       A WebGL game where you deliver messages on a tiny planet
        
       Author : thecupisblue
       Score  : 1927 points
       Date   : 2025-09-27 15:17 UTC (1 days ago)
        
 (HTM) web link (messenger.abeto.co)
 (TXT) w3m dump (messenger.abeto.co)
        
       | Liftyee wrote:
       | I love the art style, and it plays super smoothly on mobile! No
       | tutorial, but the controls are so intuitive that I didn't need
       | one (joystick touch control that's in almost every 3D mobile
       | game). The sense of exploration and discovery is pretty fun.
        
       | seabass wrote:
       | Really beautiful! Love the artwork and the fact that this runs so
       | well in the browser. Was surprised to realize it was multiplayer!
        
       | _pdp_ wrote:
       | It will be nice to know more about how this was made.
        
         | qingcharles wrote:
         | The creator's web site says nothing:
         | 
         | https://abeto.co/
         | 
         | Their Twitter has three posts:
         | 
         | https://xcancel.com/abeto_co
         | 
         | Three of the people behind it:
         | 
         | https://xcancel.com/vlucendo
         | 
         | https://xcancel.com/michaelsungaila
         | 
         | https://kevincolombin.bandcamp.com/
        
           | Biganon wrote:
           | It say nothing but boy what a beautiful website
        
       | unglaublich wrote:
       | This is amazing. Impressive.
        
       | ptak wrote:
       | Beautiful!
        
       | JoeAltmaier wrote:
       | Beautiful. I got stuck in the corner behind Steve and game over -
       | couldn't figure out how to navigate out, just kept triggering his
       | dialog.
        
         | 6581 wrote:
         | There's lots of spots where you can get stuck. Really needs a
         | "reset position" option.
        
           | capitainenemo wrote:
           | Yeah, I had to end the game due to getting stuck between the
           | fencing on the sea side and the chemical plant columns.
        
       | firefoxd wrote:
       | The font? The art style? The fluidity on a mobile device? It's
       | fantastic.
       | 
       | I wasn't able to deliver packages but I was too mesmerized to be
       | mad about that. Beautiful game. Kudos.
       | 
       | Edit: I did figure it out and completed all the deliveries. So
       | many potential. It reminds me a bit of Sky by thatgamecompany
       | 
       | Edit 2: for the author, I noticed several players approached me
       | and tried to communicate. Please explore games like Journey
       | (thatgamecompany) to see different ways people communicate
       | without chatting. People can help each other, veterans can guide
       | newbies all without using words. Every time I met a player in the
       | game back in the days, they sent me a heartfelt message.
        
         | logicallee wrote:
         | I played for a few minutes. I wasn't able to deliver packages
         | either.
        
           | riggsdk wrote:
           | The game doesn't really explain that too well. You have to go
           | find the packages first before you can deliver it. For
           | example the old lady asks you to deliver an offering at a
           | temple.
        
             | snerbles wrote:
             | Teaching gameplay without an overt tutorial is a difficult
             | skill, maybe this dev can pull it off? It's hard to get
             | into the "new player" headspace without feedback from
             | actual playtesters.
        
               | TeMPOraL wrote:
               | After clicking through the first popups with the player's
               | inner monologue, I fully expected some help text like
               | "Use W S A D to move" to pop up.
               | 
               | I had no real reason for that expectation, except this is
               | how several games I played in recent years handled it -
               | which made me realize now, that explaining gameplay to
               | new players is something that's actively evolving. There
               | may not be a rulebook, but there are clear trends.
        
               | Noumenon72 wrote:
               | He did not pull it off. You can't click on things, there
               | are no "you can't do this yet" signs if you get to the
               | temple without a package, there is no "following your
               | nose at the start leads to your first quest". Utterly
               | inscrutable.
        
           | JKCalhoun wrote:
           | If you find a guy in a cave, you're on to your first
           | delivery.
        
         | DenisDolya wrote:
         | I also didn't really understand how to do it, but I liked the
         | game, it's so beautiful and peaceful, it's a shame there's no
         | chat and you have to speak through emojis.
        
           | red_trumpet wrote:
           | Some people have an arrow on top of their head, and when you
           | approach them there is a dialog balloon with "...". If you
           | click on them they give you a task.
        
             | DenisDolya wrote:
             | Thanks
        
         | kaismh wrote:
         | You need to click on npc to start conversation, one of them is
         | office worker, he will give you a delivery
        
           | fouc wrote:
           | I thought it could be operated entirely from the keyboard,
           | thanks for the tip on clicking! lol
        
         | shayway wrote:
         | It really is lovely. I had the same thought about refining
         | interactions a bit -- I would also suggest Meadow by Might &
         | Delight as an example of nonverbal communication done well.
        
         | Blahah wrote:
         | The game is wonderful and I'm so glad it doesn't have chat! My
         | 9yo niece and I played it through side by side and if it had
         | chat or consistent remote player presence that wouldn't have
         | been appropriate.
        
           | firefoxd wrote:
           | That's why I suggested other means of communication other
           | than chat.
        
             | web007 wrote:
             | There's a poop symbol on the bottom right, click it to see
             | ways to communicate.
             | 
             | I was surprised to learn the random messengers are other
             | humans!
        
             | Blahah wrote:
             | Absolutely - I love those. I wonder if there are any other
             | simple web games like this that run on mobile with more
             | nuanced interplayer comms as you suggest.
        
               | colkassad wrote:
               | Hearthstone (while not web-based) is a deck building game
               | that you play against others and you can only communicate
               | with a small set of inoffensive phrases that cover broad
               | sentiments. Makes multiplayer endurable, and you can turn
               | them off if you like.
        
         | Levitating wrote:
         | I think it's the curvature of the world that's making it run so
         | well on mobile. There's never to much models on-screen to draw.
        
           | kridsdale1 wrote:
           | Don't neglect that 2020+ mobile chips are better at graphics
           | than PlayStation 4.
        
             | crumby wrote:
             | I did not know that.
        
             | peanutz454 wrote:
             | Even if it is only true in theory, it is still amazing to
             | know.
        
             | CaptainOfCoit wrote:
             | Fun quip but doesn't seem to be true in practice (if we're
             | talking strictly smartphones, not tablets).
             | 
             | PS4 specs: ~1.84 TFLOPS FP32, 18 GCN CUs @ 800 MHz, 8 GB
             | GDDR5 @ 176 GB/s.
             | 
             | I think maybe some released-yesterday phone might get close
             | on spikes/bursts, but not on any sustained loads, like
             | gaming, nor would the beat the PS4 on image quality either.
        
               | hedora wrote:
               | The CPU on the iPhone 13 mini (apple's last phone, in my
               | opinion) wins:
               | 
               | https://www.cpu-monkey.com/en/compare_cpu-
               | sony_playstation_5...
               | 
               | Shader throughput (shader count times base clock) is
               | similar too:
               | https://gadgetversus.com/processor/apple-a15-bionic-vs-
               | amd-l...
               | 
               | The iPhone wins on boost shader throughput by a lot, but
               | that'll throttle. The ps4 has more, slower gpu cores. Not
               | sure how gpu memory bandwidth compares.
        
           | Cloudef wrote:
           | The curvature makes the world seem big and gives quite
           | beautiful scenic view when you are on the rooftop of a
           | building in the town.
        
             | TeMPOraL wrote:
             | It also gives an eerie, otherworldly feelings when there's
             | only sky ahead, taking more than 2/3 of the screen, and
             | looking more like water flowing vertically. I had few
             | moments when I suddenly felt like I'm inside a bubble,
             | staring at its wall curving upwards.
             | 
             | This game is beautiful in every way.
        
         | maplethorpe wrote:
         | You can communicate by sending emojis with the menu in the
         | bottom right.
        
           | araes wrote:
           | If you have a keyboard, then upper keys 1-2...9-0 do all the
           | emojis as hotkeys. Ex, 9 does the takeout food, which is
           | probably meant to be "busy, eating" or something similar.
        
         | bitbasher wrote:
         | I had a great time jumping around and some other runners joined
         | me and I realized I wasn't the only one playing. We began to
         | communicate via jumping.
        
           | supportengineer wrote:
           | Reminds me of dancing with random strangers in "Playstaion
           | Home" on the PS3
        
             | Den_VR wrote:
             | I'll admit to missing PlayStation Home. In some ways it was
             | ahead of it's time. And looking at what's available now,
             | I'd argue it seems it still is.
        
         | antfarm wrote:
         | If you want to play as the only player, use Safari on the Mac.
         | The downside is, your clothes are constantly changing.
         | 
         | I do not play video games, but I played this one through till
         | the end and wish there was more to explore.
        
         | TeMPOraL wrote:
         | > _The fluidity on a mobile device? It 's fantastic._
         | 
         | Said more about it here[0] already, but the game works
         | perfectly on a foldable and takes the folding/unfolding in
         | stride, without breaking a sweat. You can also see it on
         | desktop by resizing your browser window to change size and
         | aspect ratio (it's probably the same code paths handling it
         | anyway).
         | 
         | Given how almost all mobile and web games I played manage to
         | get this scenario wrong in some way, I applaud the authors for
         | making all the right choices.
         | 
         | --
         | 
         | [0] - https://news.ycombinator.com/item?id=45403407
        
         | BrS96bVxXBLzf5B wrote:
         | The font is really awful. Misunderstanding aesthetics from
         | difference cultural sources to feed to people who will take
         | them at a surface level, there's nothing of substance. It's
         | giving [0] and it's bad vibes, nothing should aspire to this.
         | It leads me to question every other emotional connection I
         | might otherwise have with the experience.
         | 
         | [0] https://i.redd.it/jv2yw7uqmu3e1.png
        
         | opem wrote:
         | > ....The fluidity on a mobile device? It's fantastic...I
         | wasn't able to deliver packages but I was too mesmerized to be
         | mad about that. Beautiful game. Kudos.
         | 
         | exactly, realy well made!
        
       | temporallobe wrote:
       | Love the design and concept of a tiny planet - reminds me of
       | Super Mario Galaxy in that way. Definitely needs a tutorial or a
       | short "How to Play" dialog or page.
        
         | seabass wrote:
         | On the other hand, I'm so glad it didn't. I enjoyed a few
         | minutes of exploration before realizing what I was meant to be
         | doing.
        
           | freehorse wrote:
           | Second this. Pretty much standard/intuitive controls, it was
           | fun discovering what the game was about while captivated by
           | the beautiful music and graphics.
        
       | upmostly wrote:
       | Absolutely stunning experience. The way the houses rolled over
       | the hill as I walked. Incredible.
        
       | raincole wrote:
       | Stuck at loading screen for a few minutes. Hugged by HN?
        
         | capitainenemo wrote:
         | not likely to be your problem, but if you are using firefox
         | resist fingerprinting, you need to whitelist most webgl apps
         | that use large textures, since resist fingerprinting forces a
         | standard texture size that is a bit on the small side. or maybe
         | your machine is really old and you're hitting same problem for
         | real. the game doesn't really detect errors.
        
         | munchlax wrote:
         | Looks like nothing more than an animated GIF here as well.
         | 
         |  _shrug_
        
       | tyleo wrote:
       | Agreed with everything said here about the beauty. I found the
       | camera controls pretty clumsy though. I played in portrait,
       | landscape probably would work better.
        
         | doophus wrote:
         | Yeah the camera's horrible. I found myself snaking left and
         | right just trying to walk in a straight line.
        
           | imp0cat wrote:
           | Isn't this how camera in these games always used to work? You
           | have to nudge your character to control it.
        
       | seabass wrote:
       | I'm curious how you build something like this. I see file types
       | in the network tab which, as a web dev, I've never worked with
       | before. ktx2 and drc extensions, for example. I'm also seeing
       | some wasm and threejs. Is there an engine that outputs these
       | things or is it more of a manual process to bring everything
       | together?
        
         | holoduke wrote:
         | Threejs is like the jQuery for building 3d stuff. But it's not
         | a platform like Unity or Unreal engine. But it doesn't look
         | overly complicated.
        
         | fatbird wrote:
         | Having done some non-trivial things with threejs, I'd guess
         | it's basically like this: 3JS is the rendering engine (taking
         | advantage of WebGL); game logic is in Javascript; ktx2 is an
         | OpenGL container holding the world data and other meshes; from
         | looking at the filenames, WASM bits are used for loading the
         | ktx2 data (draco_decoder.wasm). ogg files are for sound. The
         | multiple worker files imply that the app is using web workers
         | to run the WASM performantly to load the world.
        
         | paxys wrote:
         | ktx2 = textures
         | 
         | drc = 3d shapes (I think)
         | 
         | ogg = audio
         | 
         | All of these would normally be bundled in the game installer,
         | but are sent down piece by piece over the network in this case.
         | 
         | Then there's some wasm and js for the game's business logic.
         | The browser has WebGL APIs that enable running all of this.
         | 
         | I'm assuming they used a library or engine like Unity, Godot or
         | Three.js that supports WebGL as an execution target.
        
           | monsieurbanana wrote:
           | Definitely Three.js or at least something similarly low-
           | level. I doubt you can get this kind of performance with
           | Godot or Unity on the web.
        
             | jimmySixDOF wrote:
             | There is Needle.Tools for porting Unity projects to
             | WebGL/3js
        
           | bdcp wrote:
           | The NPC at the top of the building sais it's three.js
        
         | skocznymroczny wrote:
         | ktx is Khronos Texture a format for storing compressed textures
         | (=image data) so that they can be uploaded to GPU memory
         | without decompressing step inbetween
         | 
         | drc is Draco Compression, it's a library from Google to
         | compress mesh data
        
           | jsheard wrote:
           | KTX _can_ just store compressed GPU textures as-is, but in
           | this case they 're using the Basis Universal codec which is a
           | bit more involved. Basis stores textures in a super-
           | compressed form, which is decompressed at runtime to produce
           | a less compressed (but still compressed!) format that the GPU
           | can work with. The advantage is that it's smaller over the
           | wire and one source file can decompress to several different
           | GPU formats depending on what the users hardware supports.
        
       | DJBunnies wrote:
       | Neat. Mini map would be cool.
        
       | bavaga wrote:
       | Beautiful piece of art
        
       | ionwake wrote:
       | mind blown.
       | 
       | Can I ask the author if AI helped him with this? Is it
       | multiplayer too?
       | 
       | I ask as I have been deving a webgl game for a few years
        
       | tomgag wrote:
       | Beautiful. Plays super smoothly on Firefox with NoScript, uBlock
       | Origin and many other privacy extensions. But it lacks a player
       | tutorial IMHO.
        
         | msephton wrote:
         | So does life. Just jump on in, try your best, make some
         | discoveries, and have fun
        
           | msephton wrote:
           | In other words: it's the journey not the destination.
        
       | deadbabe wrote:
       | Is it truely a tiny planet or just shader effects?
        
         | npinsker wrote:
         | Probably shaders. The curvature's too extreme, and the way
         | shadows move as you get close to them doesn't match physical
         | reality.
        
           | deadbabe wrote:
           | Meh, that's too bad, would have been awesome to see a
           | planetoid engine.
        
       | reactordev wrote:
       | I think people are confused that they have to deliver packages
       | they already possess. Instead the instructions should read...
       | 
       | "Explore and Make Deliveries"
        
       | Arch-TK wrote:
       | Is this multiplayer? There are a lot of delivery people walking
       | and jumping erratically.
        
         | npteljes wrote:
         | I'm not sure if they are real people. I started two sessions
         | and I didn't see my other self, despite being in the same
         | location. Also, both times, the starting place was the same. If
         | that would be the case for everyone, there would be many people
         | there who just start the game.
        
           | andrecarini wrote:
           | There's probably a bunch of different rooms/shards/servers
           | and you get randomly allocated to one when starting
        
             | npteljes wrote:
             | Yes, you are right! I opened one game, and then opened like
             | 5 other of them, and the final one got the same server as
             | my first. Multiplayer confirmed!
        
       | flockonus wrote:
       | Idea for letting the player move the camera alone: Top 1/3
       | portion of the screen is for camera movement alone, bottom 2/3
       | keep as is for player movement
        
       | zobzu wrote:
       | very well done
        
       | ta12653421 wrote:
       | great effort, consistent styling, nice gameplay!
       | 
       | huge success as side project and for the CV!
        
       | noufalibrahim wrote:
       | It could use a tutorial but this is probably the first time that
       | I didn't care about the actual aim of the game because of how
       | beautifully it looks and sounds. I could just run around in your
       | little world forever and feel nice. It's really well done.
        
       | rsynnott wrote:
       | Kind of curious about the physics of this; the planet would
       | obviously have to be ridiculously dense, but just how dense?
        
       | c0balt wrote:
       | Awesome game, the graphics especially were nicely made. The cel
       | shading (iirc) went well with the art style.
       | 
       | Played through all missions and at the end had enough of the
       | concept but appreciated the AOD. Especially the little bits of
       | the environment, like the sleeping fox in the forest, were nice.
        
       | andrewrn wrote:
       | What a delightful little game!
        
       | sheerun wrote:
       | I've played it through, very relaxing and esthetically pleasing
        
       | fallinditch wrote:
       | The spherical game environment works really well, would be great
       | if it expand as you play more
        
       | iandanforth wrote:
       | Lots of fun! Just the right amount of gameplay.
        
       | zkmon wrote:
       | Oh, this is beautiful. I did a bit of WebGL and I wonder how they
       | achieved fluidity like this.
        
       | jackblemming wrote:
       | Just chiming in with more positivity: was pleasantly surprised
       | how fast this loaded and ran on mobile. Impressive work.
        
       | gettingoverit wrote:
       | Loved the artstyle, but controls... uhh... let's say they were on
       | par with a bad PC port of Sonic Adventure. I can barely control
       | where I'm going, because the camera just rotates randomly.
       | Something I'll never miss from the old days.
        
         | bob1029 wrote:
         | The controls are the only gripe I have with this amazing work.
         | 
         | If I was in Unity, I would address this issue by manually
         | placing a bunch of virtual cameras in the world and using
         | cinemachine to blend between them. The size of this world is
         | small enough to justify manual placement and configuration of
         | each. You could also just focus on the complex areas and let
         | the default follow cam handle the rest.
        
         | thaumasiotes wrote:
         | This really wants to be controlled by twin thumbsticks.
        
           | lavela wrote:
           | ..or mouse for camera.
           | 
           | But I kind of understand it. I did a somehow similar project
           | before and for people who are not trained in video game style
           | controls it is quite hard to get used to them ad-hoc.
           | 
           | Assuming this project is at least partially aimed at art
           | directors, project leads and such aka people who aren't
           | necessarily gamers, detached movement/camera controls are a
           | bit risky.
        
             | araes wrote:
             | The mouse look was actually something I was kind of wanting
             | wandering around.
             | 
             | There were a lot of cool scenic locations, that almost beg
             | for the ability to just stand somewhere and look around,
             | yet you can't really look down or up very conveniently.
             | 
             | Also, walking locations where you might fall, be kind of
             | nice to be able to look at where you're aiming at. Minor
             | nit mostly, just fit the explore a scenic island theme.
        
               | tgsovlerkhgsel wrote:
               | There is some level of mouse look. I suspect together
               | with not locking the cursor/the cursor leaving the
               | window, this is part of why people report issues.
        
       | sram1337 wrote:
       | I appreciate what seems like an attempt to make a "smart camera"
       | that gets out of the way of the player and unburdens them from
       | having to control both a player and the perspective of the
       | camera. That burden, of controlling two entities (player and
       | camera) is large for people who are unused to playing video
       | games.
       | 
       | Was this dynamic on your radar when building the game and camera
       | system? Would love to hear your thoughts.
        
         | laurentlb wrote:
         | I'd rather have the choice to control the camera (the "smart"
         | camera could be used only if I don't control it), because it
         | didn't work well for me.
         | 
         | Nice game otherwise.
        
         | cubefox wrote:
         | Modern camera systems are often smart in this way. Zelda
         | Ocarina of Time on the N64 was one of the first (if not the
         | first) that got "out of the way" by itself.
        
       | npteljes wrote:
       | Also visit their main site: https://abeto.co/ . The animation is
       | mind-blowing.
        
         | urbandw311er wrote:
         | It's not obvious how to access any content on that page? The
         | animation is cool though.
        
           | lexicality wrote:
           | I think the content _is_ the animation (and the contact link)
        
       | shae wrote:
       | When you finish the game you get the credits for who created it.
       | 
       | There's also a threejs reference in a hard to reach area.
        
       | isoprophlex wrote:
       | Absolutely stunning. Well done.
        
       | ivraatiems wrote:
       | This is absolutely adorable. I love the art style and the vibe. I
       | love the tiny planet concept. Great work.
        
       | dangoodmanUT wrote:
       | haha this is cool
       | 
       | immediately hit a bug where i had like 3 character skins at once
       | though
        
       | onevarez wrote:
       | This is beautiful, kudos. I'm more than interested to read about
       | the building process of this masterpiece.
        
       | MrDisposable wrote:
       | This is fantastic.
       | 
       | If I may ask, how did you do the environment models? Did you use
       | textures and UV mapping? or just untextured models with a shader
       | for the contours?
        
       | softfalcon wrote:
       | Am sitting at a game jam right now and took a break to browse HN.
       | Found this and started playing for a bit. Now everyone is asking
       | about it, this is a really polished and fun WebGL game. Amazing!
        
       | Waterluvian wrote:
       | It took me longer than I'd care to admit to realize it was a font
       | of readable text and not just random glyphs. I like the style of
       | them.
        
       | mrlonglong wrote:
       | I got Hayao Miyazaki vibes about this game. Arigatou.
        
         | computerdork wrote:
         | Me too:)
        
         | Keyframe wrote:
         | The boss reading the letter even looks like the guy.
        
       | FpUser wrote:
       | Some really beautiful style and graphics. Never mind delivery I
       | was just admiring the style.
        
       | umvi wrote:
       | Took me way to long too realize the other in-world delivery
       | people were other players and not NPCs
        
       | Jotalea wrote:
       | I spent more time enjoying the graphics and style than actually
       | playing. it runs so well on a mobile device, I've never seen
       | something like this.
       | 
       | as for the game itself, I couldn't understand how to deliver the
       | messages.
        
         | HardwareLust wrote:
         | Thank you, I thought it was just me .
        
         | mountainriver wrote:
         | Reminds me of Jet Set Radio
        
         | keanebean86 wrote:
         | I have a cheap android phone that's 4 years old. This game is
         | still playable. Very impressive!
        
         | tapia wrote:
         | I was very surprised that it worked perfectly in my 10-year old
         | notebook. Normally, nothing this fancy is playable in a web
         | browser for me. The CPU was about 20% (I only have two cores, 4
         | threads).
        
         | MattRix wrote:
         | The "messages" stuff is a bit confusing, but really they're
         | just simple quests. You don't start with the mail on you, but
         | all you have to do is wander around and find quest givers who
         | will tell you what to do.
        
       | tetris11 wrote:
       | Woah, is this the same author as
       | 
       | https://summer-afternoon.vlucendo.com
       | 
       | ?
        
         | 5- wrote:
         | well spotted! seems to be the case:
         | https://x.com/vlucendo/status/1971219342231732516
        
           | tetris11 wrote:
           | I noticed the movement UI style was the same
        
         | Rygian wrote:
         | The alien sunbathing at the beach is a nice wink.
        
         | V__ wrote:
         | I remember that. What a talent.
        
         | geuis wrote:
         | Love the beach guy makes an appearance in both.
        
           | mlok wrote:
           | The flying saucer is also there too :)
        
         | KevinMS wrote:
         | controlling movement is much easier. Something is wrong with
         | the movement in the OP game, at least on a browers
        
           | Retr0id wrote:
           | Feels about the same to me, I think the map is just more open
           | on this one so the camera is less likely to be pointed
           | somewhere annoying.
        
         | esjeon wrote:
         | An interesting contradiction is that, in Summer Afternoon, you
         | are in a wide empty town, but, in Messenger, you're stuck in a
         | small planet AND limited vision. You can only see near-by
         | stuffs and never the whole town.
         | 
         | The design of the latter allows packing more details in a
         | smaller space. Also, players are forced to face a lot of
         | unexpectedness, as navigation becomes a natural challenge
         | (which isn't difficult to overcome, which is exactly the
         | point). It's like the blind men and the elephant, and can feel
         | very limited, but you end up using your brain, and, in that
         | process, you fully embrace the world details.
        
       | sueszli wrote:
       | This is just wonderful
        
       | VagabundoP wrote:
       | Amazing.
       | 
       | Its got a Zelda Wind Walker vibe that I love. It was fun just
       | running around exploring.
        
       | iib wrote:
       | How do you solve the second mission (the man that is hiding
       | somewhere)? I've managed to find even the three.js mention, but
       | nothing to start that one.
        
         | ryancanzo wrote:
         | He's in a cave near the forest. Turn right when you see the
         | tree stump with the owl on it.
        
       | SamBam wrote:
       | Beautiful, as others have said.
       | 
       | The one thing that transported me out of the game was the
       | arbitrary blocking around the ocean / the end of the stream. (I
       | assume those go to the same place, from different sides.)
       | 
       | It seems on such a tiny world the water should never be more than
       | waist deep, so why not just let us explore the whole thing. I
       | didn't quite feel like I got to go all the way around the tiny
       | world, and being fenced by an invisible barrier broke the fourth
       | wall.
        
       | lovegrenoble wrote:
       | So Impressive
        
       | prameshbajra wrote:
       | Oh my god. This is amazing.
        
       | latexr wrote:
       | The camera, controls, and difficult to discern invisible walls
       | were frustrating to the point I had to just quit the game, even
       | after completing over half of the deliveries. On Safari on macOS
       | there is also a glitch where the character's clothes keep
       | changing, and I can't see any other players there (it was only
       | when I tried it on iOS that I realised this is Journey-like).
       | 
       | But the game is beautiful and peaceful and I'm still glad I got
       | to experience it. I'll definitely share it with some friends.
       | Thank you for making it.
        
       | Skullfurious wrote:
       | Pretty damn cool experience. Definitely the most polished browser
       | game I've tried. The limited scope really makes it fantastic and
       | since it's such a small vertical slice the world feels very full
       | of detail. The art style is fantastic as well.
        
       | chistev wrote:
       | Programming is magic
        
       | nicexe wrote:
       | Decentraleyes extension on Firefox results in garbled text. Not
       | sure why this happens. It is supposed to serve some common assets
       | locally instead of requesting them over the network.
        
       | EcommerceFlow wrote:
       | Damn I'd love to play a Zelda game with that level of NPC detail
       | and style.
        
         | ghurtado wrote:
         | You can, that game is Wind Waker
         | 
         | Besides the visual style being very similar, there's an island
         | in the game with about the same amount of NPCs, and they all
         | have their own lives and many give you chores like this one.
        
       | ElijahLynn wrote:
       | has a lot of potential
       | 
       | feedback after 5m
       | 
       | * there should be a help section, all i could figure out is how
       | to walk with up/left/down/right, and w/a/s/d. And the mouse. * I
       | got nauseous after a bit, not sure if that is everyone or just me
       | but I did have some bad nausea on a ride (teacups) at the local
       | carnival/fair a few months ago, and it comes back every now and
       | then. * the controls on desktop seem too sensitive. I had to
       | eventually walk with W and then go left and right with the arrow
       | keys, but even then it was too sensitive
       | 
       | I left after 5m because of the nausea.
       | 
       | I liked the music and peacefulness.
        
         | la_oveja wrote:
         | camera control is non existant, you just go and game chooses
         | what you see. let me control the camera please
        
         | bilkow wrote:
         | Yeah, I also got motion sickness from the camera! I managed to
         | complete as I really liked everything else but I'm still a bit
         | nauseated.
        
         | correct_horse wrote:
         | I also got nausea from this game and I've never gotten nausea
         | from a video game before. The style is amazing, but the camera
         | controls need some work. I don't know what the camera needs
         | besides a more standard mouse control.
        
         | mat0 wrote:
         | same. sensitivity of the camera is just too high. it handles ok
         | but so much sensitivity creates this motion sickness. had to
         | quit after 30 seconds and I still can't recover. but beautiful
         | game though!
        
       | arkensaw wrote:
       | This is stunning, and I adore it. I had an idea to build a game
       | set on a tiny planet but I never even started, and here you have
       | created something that's awe-inspiring. keep it up!
        
       | geuis wrote:
       | Love all of it except for the camera controls on iOS. Not sure
       | how you could improve them but they need some work. Camera gets
       | too close to the character a lot. Might consider two touch
       | controls that separate movement direction and camera position.
        
         | xixixao wrote:
         | Agreed. Same for movement. It's a little too hard to run
         | straight sometimes.
        
         | kouru225 wrote:
         | Too sensitive on the turning
        
         | johnsillings wrote:
         | would be fixed by adding controls - probably q and e - to turn
         | the camera left and right and pivot the character
        
       | jakubmazanec wrote:
       | Beautiful design, but uncontrollable and unplayable. Edit: on a
       | phone I'm constantly bumping into walls.
        
         | Biganon wrote:
         | What? On desktop? Found it extremely easy to control...
        
       | cdelsolar wrote:
       | i can't find the mountain temple :(
        
         | _qua wrote:
         | Neither can I. I feel stupid
        
         | DanLol wrote:
         | Me either XD I keep finding new places I haven't explored yet
         | and getting distracted.
        
         | pcthrowaway wrote:
         | It took me a while, but it's there. There's an owl-looking rock
         | in the side of a mountain. To the right of it you can fall all
         | the way down to the beach with the guy on the lounger directly
         | below (but getting back up is a bit roundabout). Once you find
         | the owl-looking rock you're very close to the person at the top
         | where you need to deliver the message.
        
         | Titan2189 wrote:
         | same
        
         | _qua wrote:
         | Finally found it. In the Main Square you go down that side
         | street where the guy is standing next to his scooter. Then you
         | turn left through the gate and there is a little rocky
         | outcropping there where the temple is.
        
       | hkon wrote:
       | Smooth, I enjoyed it a lot.
        
       | Biganon wrote:
       | This is the loveliest thing I've ever seen on the web. The
       | feeling of being immediately immersed in a universe. A work of
       | art.
        
       | nfbx wrote:
       | this is the most cute, beautiful shit i've seen all year. i love
       | the fact that there are other players everywhere, since it's so
       | convenient to dive into it via browser.
        
       | rdrd wrote:
       | Beautiful. You can just tell when things are made with the core
       | premise of how they wanted someone to FEEL playing it. Not some
       | lore, not some "cool" gameplay ideas they had, not some fancy gfx
       | concept they'd prototyped. It just feels different when you know
       | it's been approached from a completely emotional perspective.
        
       | analog8374 wrote:
       | Nice one
        
       | saint11 wrote:
       | Wow this looks amazing, but the camera made me very nauseous, I
       | had to stop playing.
        
       | bdcp wrote:
       | I'm proud i found the UFO lmao
        
         | Levitating wrote:
         | I haven't found any UFOs but I did find an alien
        
           | bdcp wrote:
           | His ship is the opposite side of the water. It's a bit tricky
           | to find :D
        
           | yndoendo wrote:
           | Cliff note, take a look way yonder.
           | 
           | Developer, my friend, you are the reason I map key bindings
           | in the keyboard.
           | 
           | WASD ... esdf for life ... be the center.
        
       | lsaferite wrote:
       | Was having fun. Completed all but the scientist objective as I
       | couldn't find the last person. I found what looked to be a hidden
       | location and as the person there said "Hello" it crashed the
       | page. oof.
        
         | lsaferite wrote:
         | Happy to find out it remembered my progress. And I found the
         | final delivery and completed the game. And yes, I'm sure the
         | girl on the roof is a 'hidden' thing. She talks about three.js,
         | game development, and art.
        
           | samplifier wrote:
           | I'm a recovering completionist. Don't do this to me! I've
           | been trying to find a secret area by walking on the pipes but
           | that is probably a red herring. But why is there a gauge
           | there? I also haven't found the girl on the roof yet, multi-
           | wall jumping doesn't seem to work :)
           | 
           | SPOILERS AHEAD (for another game, which you should have
           | played by now, if you enjoy this game, in my opinion) There's
           | also a hiss at the industrial site which reminds me of the
           | game Full Throttle where you have to kick the wall at the
           | right time. But that can't be a thing, right? But the gauge!
        
             | lsaferite wrote:
             | In one of the alleys there a trash can with one open lid
             | and a small box on the ground next to it/ You notice an
             | exterior stair just above teh trash can. You hop on the
             | box, then the closed side of the trash, then the open, then
             | the stairs. I'll leave the rest of the puzzle for you to
             | figure out. You want to make it to the top of the building.
        
       | pkdpic wrote:
       | This is like a masterclass in game design, mobile UI, wasm,
       | character design, game dialogue and interactive paychogeography.
       | I'm gonna show this to my kid's computer club next week. Really
       | fantastic, bravo. Is this seriously a solo developer project??
       | 
       | If anyone knows of similar games / apps / software tools that I
       | could show as examples of solo developer small scope simple UI
       | games I'm always trying to find more..
        
         | colkassad wrote:
         | Return of the Obra Dinn!
         | 
         | https://store.steampowered.com/app/653530/Return_of_the_Obra...
        
           | abustamam wrote:
           | Haven't played Obra Dinn yet (it's on my list of games to
           | play together with my wife), but anything by its developer
           | Lucas Pope is a masterpiece. Papers Please, while it
           | infuriated me at times (apparently I suck at following rules
           | and spotting differences) was just amazing. Available on
           | mobile and PC.
           | 
           | https://en.m.wikipedia.org/wiki/Papers,_Please
        
             | darkvertex wrote:
             | Also if you have the delightful "Playdate" game console,
             | his game Mars After Midnight is charming and not stressful.
        
               | abustamam wrote:
               | I would love to play that! I love the idea of the
               | Playdate but with a Switch that is gathering dust, I
               | don't think I can convince my wife to let me get another
               | handheld :')
        
         | araes wrote:
         | From qingcharles post earlier, three people with abeto.co
         | (https://abeto.co/).
         | https://news.ycombinator.com/item?id=45397933
         | 
         | > https://xcancel.com/abeto_co
         | 
         | > https://xcancel.com/vlucendo
         | 
         | > https://xcancel.com/michaelsungaila
         | 
         | > https://kevincolombin.bandcamp.com/
        
         | MattRix wrote:
         | The iOS game Tiny Wings was made by a solo developer (Andreas
         | Illiger). I highly recommend it. It's over a decade old now,
         | but it just got update this year, and it still stands out in my
         | mind as one of the best mobile games ever made.
        
         | codys wrote:
         | There's also an article on another game by the same folks
         | that's similar (but earlier) which describes some details on
         | building it
         | 
         | https://www.awwwards.com/summer-afternoon.html
        
       | zghst wrote:
       | Completed the game, really awesome!!
       | 
       | --from San Francisco
        
       | hei-lima wrote:
       | Amazing! I've never seen a game with this artstyle, really,
       | really classy!
        
       | 5- wrote:
       | obligatory list of similar stuff.
       | 
       | - alba: a wildlife adventure. more gameplay but somewhat similar
       | controls/feel
       | 
       | - a short hike. isometric but similar feel (thanks thrance)
       | 
       | - the legend of zelda: the wind waker. haven't played, but
       | mentioned in a few other comments
       | 
       | - proteus. first person and more subtle gameplay
       | 
       | anything else?
        
         | thrance wrote:
         | If we're going off vibes alone, I believe "A Short Hike" would
         | be closer.
        
           | 5- wrote:
           | yes, thanks! i was unsure whether to include it because it
           | _looks_ quite different. but you are right, it has the
           | similar exploratory vibe and is a great game.
        
       | thrance wrote:
       | I feel like a thief playing this for free. This is leagues better
       | than most mobile "games", and actually online too!
        
       | animal_spirits wrote:
       | Very fun! And multiplayer too! Had some fun spamming emojis at
       | other people :)
        
       | Geste wrote:
       | This should have been a steam game. I played worse games there !
        
         | bob1029 wrote:
         | It still can be. This is a really good use case for electron.
         | Steam doesn't care what kind of program it's launching.
        
       | lukebechtel wrote:
       | well done!!
        
       | nclgrt wrote:
       | Gorgeous. Would love to know how they managed to create a
       | reliably good-looking outline post processing shader with notches
       | (the sketched look).
        
       | thinkingtoilet wrote:
       | This is beautiful. Congrats.
        
       | Brainfood wrote:
       | @thecupisblue. Amazing work. Logged in just to tell you this.
       | This has just given me goose bumps and made me excited about the
       | web again. I've been struggling to find my groove in the dev
       | world post AI and have been digging back into AR and WebXR just
       | for the fun of it. Thank you for the game and more importantly
       | the renewed inspiration to make something cool!
        
         | jimmySixDOF wrote:
         | WebXR is massively underrated
        
       | baw-bag wrote:
       | It's really unique and beautiful. I want to see more of this. I
       | grew up with random interactive experiences in Flash, this is far
       | more amazing that those days but we need more of this and less of
       | the form crud crap.
        
       | rkagerer wrote:
       | I found movement controls rotated too aggressively on mobile in
       | portrait mode. Switching my phone to landscape orientation made
       | it easier to control, but the url bar was then stuck along the
       | top.
        
       | Razengan wrote:
       | Oh man I love "tiny planets" and anything based on them!
        
       | chr15m wrote:
       | Absolutely masterful. Setting the standard for web based games.
       | Congratulations!
        
       | alextingle wrote:
       | Great game. Had to quit as it's giving me motion sickness.
        
       | sheepscreek wrote:
       | I can echo everyone here in saying the graphics of the game and
       | the execution is fantastic. The keyboard controls on desktop and
       | the thumb control on mobile works great. This got me very excited
       | about the future! Can't imagine the amount of effort that would
       | have gone in this.
       | 
       | One additional input, although I could play it well on the
       | desktop - the mobile gameplay made me a tad nauseous. I am
       | someone prone to nausea in VR too, but I've never felt this in
       | any other mobile game before. I think it's probably the amount of
       | motion (hilly topography) and the very narrow field of view,
       | along with the way the mobile controls behave. This was on iOS
       | Safari btw (iPhone 16 Pro Max).
        
         | singpolyma3 wrote:
         | Yes I had to take a break due to the game making me feel off,
         | but then I came back later and managed to finish it
        
         | snerbles wrote:
         | Got a little nauseous playing it on desktop. Needs an FOV
         | slider and maybe the ability to dampen camera movement.
        
         | dgoldstein0 wrote:
         | One thing I found is the field of view is much better in
         | landscape orientation on my phone than portrait. Still a little
         | small but not nearly as bad.
        
           | TeMPOraL wrote:
           | It's perfect on the almost square-ish main screen of a
           | foldable.
           | 
           | In fact, it's the best looking game experience on a foldable
           | I've seen so far (most games are designed for either mobile
           | or tablet form factor, and can't quite handle the in-
           | between). And it's cool how you can just fold or unfold the
           | device on the fly, and the game just adapts without anything
           | more noticeable than the camera pivoting a bit if needed to
           | keep the character on-screen. No stutter, no half-second
           | pause for UI to realign, not even perspective change.
           | 
           | EDIT: I just realized it's probably not a mobile-specific
           | thing, and sure enough, on a desktop you can just resize your
           | browser window to see this.
        
       | dmbche wrote:
       | I know most comments are just saying wow - but wow indeed. Felt
       | like a kid on Newgrounds once more. Blown away
        
       | m13rar wrote:
       | . Loved it. The art was refreshing and interactions so fluid.
        
       | linehedonist wrote:
       | Beautiful. Feels like the Japan of 90s Studio Ghibli movies.
        
       | em-bee wrote:
       | i don't know if it is a browser issue, but on firefox the text in
       | messages is invisible.
        
         | tgsovlerkhgsel wrote:
         | Worked fine for me, even on Linux. Maybe you have some sort of
         | blocker extension?
        
       | tgsovlerkhgsel wrote:
       | Beautiful. I especially like how *obviously* Japanese the village
       | looks.
        
       | jsmo wrote:
       | Beautiful, thanks for sharing!
        
       | AIVoiceCleaner wrote:
       | Absolutely love this. The art is gorgeous and it runs beautifully
       | on mobile. But the best part is the silent communication with
       | other players--jumping around and using emojis really captures
       | that magical feeling from games like Journey. Brilliant design.
        
       | souldzin wrote:
       | What an inspirational work of art. Thanks for making this and
       | sharing it.
       | 
       | I've only played a few minutes (will have to revisit with more
       | time). On first impression, the art style / characters / dynamics
       | feel like a mix of "Little Kitty, Big City" and "Olli Olli
       | World". Really great vibes!
        
       | hijp wrote:
       | This is so neat! Is there a debug mode where I could just fly
       | around and examine the planet?
        
       | smrtinsert wrote:
       | Holy crap this game beautiful. It's inspiring, in the way I used
       | to feel when I first loved video games.
        
       | zeeqeen wrote:
       | Fantastic I love it
        
       | cornhole wrote:
       | this is truly a strand type game
        
       | mattdw wrote:
       | This is really great - great style, charming little world. Love
       | it!
        
       | motbus3 wrote:
       | It is lovely overall. I just think the camera is almost too close
       | for the character. It could be just a little tad farther so I
       | could control it better when playing on my phone
        
       | _ZeD_ wrote:
       | Ummm... it seems that it doesn't work on Firefox mobile for
       | android. I just see a black screen.
        
         | mfcl wrote:
         | Strange, I am also on Firefox for Android and the game works
         | fine.
        
       | popalchemist wrote:
       | Beautiful!
        
       | vicnov wrote:
       | Very pleasant. happy to report -- i delivered all packages.
        
       | stevage wrote:
       | I am completely blown away by this.
       | 
       | As a web developer who doesn't make games...I'm a bit overwhelmed
       | by the vast knowledge gap that clearly exists between what I know
       | and what would be required to make this.
       | 
       | Wow. It's so beautiful and enjoyable to wander about in.
        
         | dsq wrote:
         | There is something humbling seeing great work.
        
       | noisy_boy wrote:
       | Did anyone else felt a bit nauseous after playing for a while? I
       | think the overcorrection on sustained turns could be a reason.
       | Lovely game but I had to stop playing due to this.
        
         | snerbles wrote:
         | It took me about 30 seconds. Which is a shame, this is the kind
         | of game that immediately draws me in.
        
       | tomcam wrote:
       | This is a masterpiece
        
       | kettlecorn wrote:
       | One of the most impressive things about this is that it transfers
       | only 5.7 MB of data on initial load and then caps out at 17.5 MB
       | for the final load.
       | 
       | It seems to be making smart choices about compression techniques.
       | 
       | This is a good showcase of how well games can work on the web if
       | done well.
        
         | noduerme wrote:
         | So many techniques that made web games good, in terms of smart
         | loading, have been lost or abandoned since the mid-2000s when
         | bandwidth limitations were common, and at the same time
         | "engines" like Away3D and Starling were starting to leverage
         | AS3's ability to handle async calls and async uploads to the
         | GPU. JS engines now try to bundle that behavior into
         | asynchronous asset loading calls, but it's not ever really
         | dialed in to make sure you don't experience freezes or hiccups
         | in gameplay, so usually it's loaded by game level and not
         | fluidly as you move around a world. It's not as if the authors
         | of this game couldn't have put it all in a 17.5 MB package, and
         | most people wouldn't have noticed anymore because the world has
         | gotten used to long initialization screens. What's awesome is
         | to see someone do the art of lazy loading so elegantly.
        
           | jayd16 wrote:
           | I wouldn't say the techniques are lost. I think a LOT of work
           | goes into streaming assets in games. It's just focused on
           | streaming from disk.
           | 
           | There's no market for flash style web games so you don't see
           | it.
        
         | high_priest wrote:
         | I was shocked that the game loaded fairly quickly on a 128kbps
         | connection. I only wish it would say that it is loading
         | additional data, because I was stuck on white screen for a bit,
         | with no info on the state.
         | 
         | I love it.
        
         | TeMPOraL wrote:
         | Am I wrong in feeling that 5-15MB is... more than enough data
         | for the world we see? There's not _that_ much information here.
         | 
         | I'm not trying to be a demoscene smart-ass here, either (I
         | expect demoscene masters would've packed the equivalent in
         | under 1MB). Just that, models are low-poly, the world is small
         | and made up from pieces that feel simple to describe; as long
         | as you're not trying to bake everything into a static set of
         | meshes, but willing to encode them at a higher level, 5MB seems
         | like plenty.
         | 
         | For a dimensionally reduced analogy, the 2D equivalent would be
         | a perfect example of an image that's very large in raster form,
         | but quite small in vector form.
         | 
         | Are my intuitions widely off here?
         | 
         | Note that this does not make it any less impressive - on the
         | contrary, I'm amazed by how much detail and _soul_ is there to
         | this world, despite apparent simplicity. I 'm also amazed at
         | how navigable this world is. I've made many stupid moves that I
         | was dead sure will wedge me between walls, or get me stuck in a
         | nook with no way of going back; but none of that happened. They
         | must've put a lot of thought into the design, and it wouldn't
         | surprise me if they manually mapped out the world to ensure
         | there's no one-way paths.
        
           | hedora wrote:
           | I thought it was higher, but median page weight is over one
           | mb, and 90'th percentile is 7-8 mb:
           | 
           | https://almanac.httparchive.org/en/2024/page-weight#fig-37
           | 
           | So, 5-15 for a video game (vs a static document) is pretty
           | good!
        
           | m-schuetz wrote:
           | 10MB for non-procedutal content is really really good. The
           | world is quite rich in detail for a low poly world, that
           | quickly adds up.
        
           | kettlecorn wrote:
           | It's pretty good! I peaked a little bit under the hood and
           | most of the size is going into the 3D models and secondly the
           | sound effects. The largest single asset is the looping music
           | track which is 2.3 MB.
           | 
           | The 3D models are compressed with 'Draco' compression. So for
           | example the largest asset is a model of the entire world
           | which is 333 kB. It consists of 81k vertices. Unoptimized
           | that would mean at least 3 32 bit floats per vertex, which
           | would be at least 972 kB uncompressed. So Draco compression
           | is doing a pretty good job getting the model sizes down.
           | 
           | I'd have to dig into it more but I suspect if they wanted to
           | they could have trimmed the size down quite a bit, but it may
           | not be worth the effort. They could have used more repeat 3D
           | models, but instead it looks like they went for a more artist
           | driven look where most of the world is uniquely modeled.
           | 
           | It also looks like they're sending a bunch of lower res
           | levels of detail per model over the network. That also is a
           | tradeoff. Still with network speeds as they are nowadays it
           | may be faster / simpler to send those over the wire each time
           | instead of regenerating the level of detail.
           | 
           | The textures are a similar story. Well compressed but they're
           | sending procedural noise over the network. Those could be
           | generated but it's also trivial to send them over the
           | network.
        
       | noduerme wrote:
       | Wow. This is gorgeous. Chef's kiss. It's been so long since I've
       | seen someone put this much effort into a web-based indie game (or
       | even an app store indie game, actually). I am assuming this is a
       | small team. The concept is really clever and original. There's
       | almost no load time and a perfect frame rate on a low-end phone
       | over 4G. It's clear how much time went into optimizing it for
       | seamless performance. I'm making some assumption that this is an
       | original one-off game engine, but I'm very curious to
       | investigate. The art is also beautiful in a way that makes almost
       | any view look perfect.
       | 
       | This feels so well thought out in all ways. It may be the best
       | original work I've seen on HN in a long time.
        
       | alex_suzuki wrote:
       | ,,Wow, I got promoted? Who would have thought that acting on my
       | lowest instincts would bring me advancement in the corporate
       | world!"
       | 
       | Clever text as well :)
        
       | patrick4urcloud wrote:
       | amazing job !
        
       | rjim86 wrote:
       | Absolutely fantastic. Animation is smooth in desktop and mobile
        
       | shahzaibmushtaq wrote:
       | When experience meets creativity, imagination delivers
       | simplicity.
        
       | sspiff wrote:
       | This is the most beautifully soothing thing I've seen all week.
       | Thanks you.
        
       | ghoshbishakh wrote:
       | how is it so damn fast
        
       | boogieknite wrote:
       | ive read some criticisms of fiddly movement and lack of
       | tutorials. i thought it added to the experience. tbf i am on my
       | laptop
       | 
       | the stakes are so low, the music is so relaxing, and the
       | environment is so detailed and pretty that it pushes the player
       | slow down and try clicking around and pressing some keys. each
       | little discovery feels great and theres no downside to sitting
       | around and trying things out for 30 seconds
       | 
       | my favorite part is that there is some tough platforming if you
       | look for it. i make it to a few places that were only accessible
       | with a running jump across a balanced ledge. the fiddly controls
       | added to the experience. a splash of emergent game play in such a
       | distilled hangout game
        
         | dgoldstein0 wrote:
         | Huh, I played on mobile and move and jump were exclusive afaict
         | in the touch controls. I climbed up a fire escape and almost
         | got on top of a building but couldn't make the last step to get
         | up there. Maybe I'll have to try on desktop.
        
       | modernerd wrote:
       | One of the artists behind this, Vicente Lucendo, has a case study
       | here explaining how they made a previous project (Summer
       | Afternoon):
       | 
       | https://www.awwwards.com/summer-afternoon.html
       | 
       | And a talk here on the same project:
       | 
       | https://www.youtube.com/watch?v=KSIxyyEaPr0
       | 
       | It's full of tips that likely informed this new project. In
       | short, seems like:
       | 
       | - No game engine
       | 
       | - Three.js plus https://github.com/gkjohnson/three-mesh-bvh
       | 
       | - Houdini and Blender for modelling
       | 
       | - Substance for texturing
       | 
       | - Figma and Affinity Photo for UI
       | 
       | - GSAP and vanilla JS for animation
       | 
       | - Davinci Resolve for sound
       | 
       | - WebSocket/Node.js for multiplayer
       | 
       | Plus a lot of experience, creativity, and artistry to solve other
       | challenges (e.g. shaders, shadows) and wire everything together
       | into this pretty performant piece of art.
       | 
       | The studio also has a case study here of another project they
       | made, with other hints about their tooling and process:
       | 
       | https://www.awwwards.com/igloo-inc-case-study.html
       | 
       | Just for anyone like me who played this and spent the whole time
       | thinking, "this is beautiful, who are you and how did you make
       | this?" The author names are only revealed in the credits at the
       | end:
       | 
       | https://vlucendo.com/
       | 
       | https://x.com/michaelsungaila (nice work on the beach shader!)
       | 
       | https://www.kevincolombin.com/ (music)
        
         | Sobrino wrote:
         | I made a reply asking if anyone has some behind the scenes
         | information on making games like this! Thanks for sharing!
        
         | ionwake wrote:
         | Thank you so much for this post, excellent
        
         | EmilyHughes wrote:
         | This is impressive but I don't get it. All that work and you
         | have a game written in JS of all things. Why not write it in a
         | desktop language und port it to JS. Now this will always need a
         | browser to run, feels like a waste of time to me.
        
           | sh4rks wrote:
           | Can always use Electron or Tauri to turn it into a native app
        
             | hagbard_c wrote:
             | Electron and native do not belong in the same sentence
             | AFAIK unless you mean 'native to the browser (which happens
             | to be included in the package)'. Tauri is the same, just
             | bring your own 'browser' (webview, really).
        
               | yurishimo wrote:
               | We all build on top of something. Today's browser will
               | look like a native platform in another 20 years. Just
               | like assembly does to our point of view today.
        
           | modernerd wrote:
           | Or, reframing:
           | 
           | - This will _only_ need a browser to run. No console. No PC
           | rig. No Steam account. No account at all. You just need a
           | link to play it.
           | 
           | - Why use a heavy game engine and all the baggage that can
           | bring when you can make a lightweight prototype in JS, prove
           | value in the browser, then port to desktop if you choose to.
           | 
           | Browser games are an underexplored art form.
        
             | cluckindan wrote:
             | First you make the money, then hire someone else to port it
             | to native. That's what Vampire Survivors did.
        
           | DecoySalamander wrote:
           | You're looking at it in the wrong way. It's written in the
           | native language of the best content delivery platform we have
           | available.
        
             | hedora wrote:
             | It'll also run pretty well on pretty much any OS. If I had
             | a BSD box with GPU acceleration laying around, I'd give it
             | a spin.
        
           | wiseowise wrote:
           | > Now this will always need a browser to run, feels like a
           | waste of time to me.
           | 
           | As opposed to creating binaries for every platform and be
           | subject to every possible store scrutiny on Android, iOS,
           | Windows, Mac?
           | 
           | That not a waste of time for sure.
           | 
           | What am I ever reading?
        
         | retinaros wrote:
         | what was the approach for the cell shading look do you know?
        
           | modernerd wrote:
           | Custom tooling, mentioned briefly here:
           | 
           | https://www.youtube.com/watch?v=KSIxyyEaPr0&t=1177s
           | 
           | But this new game seems to make use more textures and cell
           | shading.
        
         | araes wrote:
         | On that subject, and since the Summer Afternoon direct link was
         | not provided, can anybody actually get the project to work?
         | Apparently made it on to HN 2.5 years ago.
         | https://news.ycombinator.com/item?id=34461808 Not sure if its
         | just my system, yet I always start stuck in the ground unable
         | to move.
         | 
         | https://summer-afternoon.vlucendo.com/
        
           | modernerd wrote:
           | Still plays fine for me. (Chrome, macOS.)
        
             | araes wrote:
             | Ok, thanks. Firefox, Windows was what was tried. Seems to
             | have issues. Try Chrome and see if it works better. EDIT:
             | Yep, works on Chrome, Windows. Must be a Firefox specific
             | issue / feature not supported.
        
       | Sobrino wrote:
       | This game is absolutely beautiful. Everytime I restart learning
       | WebGL I dream of making small little experiences like this but I
       | never seem to get past "box in a scene with lightning"-phase.
       | 
       | Anyone has any tips on building games like this?
        
       | TestUser00 wrote:
       | amazing
        
       | swiftcoder wrote:
       | Really impressed by this. The art style is fantastic, and you've
       | done a spectacular job making everything feel cozy despite being
       | wrapped around such a tiny sphere. The number of distinct
       | locations is absolutely incredible.
       | 
       | Keyboard controls were a tad frustrating, but hell of a job
       | overall.
        
       | pjmlp wrote:
       | Graphically the game looks great, this is the kind of stuff that
       | Web 3D needs, given the difference on OpenGL ES offerings on
       | native mobile games and what most stuff looks like.
       | 
       | However I gave up playing on mobile, the system randomly mixes
       | fingers movement between moving the character and zooming, thus
       | breaking any gaming experience, I guess it was mainly tested on
       | desktop.
        
         | maplethorpe wrote:
         | I think you have mistaken the camera zooming to avoid clipping
         | with the environment with your fingers controlling the zoom.
         | Unless there is some secret zoom gesture I'm missing.
        
           | pjmlp wrote:
           | The game is the one mistaking it, all happens with single
           | finger movement.
           | 
           | One second it is going forward, sundenly the next second
           | zooms in.
        
             | maplethorpe wrote:
             | Well perhaps you are experiencing a bug since mine only
             | does that when there is an obstacle in the way of the
             | camera.
        
       | 55555 wrote:
       | I don't play games. I clicked the link and played through the
       | entire game. With a little work you could turn this into a modern
       | Myst-type game, with a compelling story and atmosphere and
       | mysteries/puzzles. I think this would be really fantastic.
        
         | CaptainOfCoit wrote:
         | > I don't play games.
         | 
         | Like ever? Are you talking about any sort of game or you mean
         | strictly "video games"?
        
       | 2wrist wrote:
       | This is lovely! well done.
        
       | dodobirdy wrote:
       | It made me young again man. Wandering around, exploring. The
       | Pleasure of Finding Things out. Cheers bro.
        
       | rossant wrote:
       | Really amazing. A rare drop of meticulous, hand-crafted beauty in
       | an ocean of AI slop and bloat, so refreshing.
        
       | frays wrote:
       | This is amazing.
        
       | renerick wrote:
       | After listening to a certain science fiction podcast and playing
       | through a certain space puzzle game, I think I've got a bit of a
       | soft spot for tiny worlds, especially a world this charming! Good
       | work
        
       | wolfgangbabad wrote:
       | Again, the proof that music and sound is 50% of success of a
       | game. Even if the game flops the OST will live on. I always
       | invest time in music and sound as much as possible.
        
       | cubefox wrote:
       | One thing I really like about the graphics: the black "comic
       | book" outlines have lots of gaps, which gives the game an
       | imperfect, hand drawn look which other cel shaded games lack.
        
       | imdoxxingme wrote:
       | It's gorgeous. But I can't figure out why they didn't just use
       | real japanese text instead of fake text.
        
         | christophilus wrote:
         | A lot of games do this. They want you to get a particular
         | feeling without a real language breaking that spell for some
         | folks.
        
         | hagbard_c wrote:
         | 'cause most people would not be able to read it and would
         | relegate the game/site/project/... as something tailored to the
         | 130 million (or thereabouts) of more than 8 billion people who
         | do read Japanese and most likely sideline it.
        
       | gustavorg wrote:
       | Everyone is celebrating and praising this beautiful and well-
       | crafted game, and here I am maliciously thinking that if this
       | game were to come to Steam, some evil curator would say "Not
       | recommended" followed by a nonsensical and absurd explanation.
        
       | ranguna wrote:
       | I just went through some thought stuff recently, so opening HN,
       | of all things, and playing this jam relaxed my quite a bit. Thank
       | you.
        
       | alterom wrote:
       | This game is perfect. I've finished all the deliveries, and have
       | found both the special visitor and their vehicle :)
       | 
       | Wish there were achievements for that!
        
       | arendtio wrote:
       | It even works with a controller (steam controller) :-)
        
       | Narushia wrote:
       | I think I got softlocked, I dropped from the top of a factory
       | building into an area where I'm just stuck lol.
        
       | numa7numa7 wrote:
       | This is spectactular.
        
       | drob518 wrote:
       | Works really well on a tablet (iPad), which is quite rare for JS
       | games, I've found.
        
       | gus_massa wrote:
       | Super nice game. Anyway, I hit a border where the stream of water
       | ends. Has someone checked the topology? It's a sphere or just a
       | rectagle with an impossible curvature in both directions?
        
       | tigerBL00D wrote:
       | A very cool game! I just wish I could look around while standing
       | still. Well done.
        
       | davedx wrote:
       | Lovely game, it was over too soon!
       | 
       | The speech sound effects and environments reminded me of Stray a
       | lot. I miss that game so much.
        
       | ksynwa wrote:
       | Runs great on Firefox on Pixel 3 so already GOTY
        
       | bartread wrote:
       | This is beautiful, and works well on mobile in many ways.
       | 
       | I'm not unfortunately a fan of the way the touch controls work.
       | Given the player is on a tiny spherical world I'd expected to be
       | able to drag the world around under their feet to make them
       | walk/run, whereas the way it works at the moment, on a smallish
       | phone screen, feels somewhat backwards.
        
       | bytehowl wrote:
       | I really liked the chill vibe and it ran surprisingly well for a
       | 3D browser game. Are there any "secrets" besides the alien, space
       | ship and the girl on the roof who talks about Three.js?
        
       | insane_dreamer wrote:
       | Amazing!
        
       | mattbruv wrote:
       | This is beautiful. Like others, I don't really play video games,
       | but walking around and appreciating the visual style is just so
       | comforting and compelling. Incredible work.
        
       | ComputerGuru wrote:
       | Great job, Vicente and Michael!
       | 
       | * I love the writing, it's witty and poignant
       | 
       | * I was impressed that WASD controls worked with my keyboard set
       | to Dvorak :)
       | 
       | * Unfortunately have to second the comments about nausea; the
       | oddly paced camera (it feels like it is panning through molasses
       | then suddenly accelerates to switch views) is probably
       | responsible, I'm guessing the "overshoot view then correct"
       | "feature" is also a factor. Additionally seconding the comments
       | about allowing the camera to follow the mouse (if feasible
       | somehow while not losing cross-form-factor support) would go a
       | long way to help here as well.
       | 
       | * The font that shows you where you are is cute in an orientalist
       | sense, but imho it is very difficult to read (even knowing what
       | it says from context clues and previous hints)
       | 
       | * Not a criticism but it is odd to have jumping when there is no
       | mechanism that uses it in-game
       | 
       | * 99.99% a me problem: I had a hard time with spatial awareness
       | and a difficulty building a mental map of the world and my best
       | guess is that it's because I personally found the default field
       | of view to be too "zoomed in".
        
       | joduplessis wrote:
       | Fantastic work! We need more of this on the web.
        
       | scoopr wrote:
       | Heh, little prince tries gig work ;)
        
         | brewtide wrote:
         | 100% had the same little prince connection the moment it
         | loaded. Quite pretty indeed.
        
       | dirtybirdnj wrote:
       | The guy in the cave having the midlife crisis and his wife
       | sending him clothes had me in tears. The lost kid in the woods
       | who can hear his dad. The lack of any meaningful gratitude... he
       | just seemed so checked out. I felt so jealous of his wife who
       | still cared. Who kept saying tulips take time.
       | 
       | Not even a complicated storyline but very poignant.
        
       | textlapse wrote:
       | If only there was an equivalent of the Arts funding for legit
       | beautiful art via new media...
       | 
       | It may be hard to find an audience (revenue) but these kind of
       | gems should be encouraged similar to traditional art form.
       | 
       | It is somewhat obscene that there is art in galleries out there
       | with far less effort and talent that go for millions in both
       | funding and revenue.
        
       | lebimas wrote:
       | This is beautiful
        
       | darepublic wrote:
       | It took me a while to realize you need to click on the word
       | bubble with the ellipsis to begin the conversation
        
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