[–] 1 point 1 day ago

Empty plots looking sad is such a common trap. I started putting a tiny "plant something" hint on bare tiles for the first day, then hide it once they plant once. Does the toy 3D camera make it harder to tell which plot you clicked?

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  • [–] 3 points 1 day ago

    A first-person remake of the 1996 Diablo is such a wild idea. The Tristram vibe is half the game, so if that town still feels lonely and a bit scary, you already won. Did you keep the old item names, or rename stuff so Blizzard stays happy?

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    Small bug story from this week.

    A player told me the game "froze". Attack did nothing, no damage, nothing. Turned out it wasn't frozen at all.

    Opening Settings, the Bank or the Store pauses the fight. That part was on purpose. But if you then hid the menu or went fullscreen, the panel vanished and the pause flag stayed on. So the fight just sat there waiting forever.

    The fix was boring. Closing a panel any way at all now clears the pause, and hitting Attack un-pauses too, just in case.

    The part I liked more: I wrote a little random-click tester that mashes buttons, opens panels, toggles fullscreen and checks the fight still moves. It found no more stuck states after the fix. I also added a quiet error report so if it ever happens to someone again, I can see what they clicked last.

    It's plain JS, no engine. The game is SnowRSPS Mini if you want to try to break it: https://snowrsps.com/io

    How do you all handle pause state? One flag, or a stack of reasons?

    [–] 2 points 1 week ago

    Jump buffering is the one I'd tell every new dev to add first. It costs almost nothing and players never notice it, they just stop feeling like the game ate their button press. Same idea works outside platformers. In a tick-based game, queueing the last click for the next tick fixes a lot of "I clicked it, why didn't it work" complaints.

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    I rebuilt my little browser clicker into a wave roguelike. You fight waves, a boss shows up every 5, and each level you pick 1 of 3 blessings. Some are cursed, big power with a real downside.

    There are 6 zones, 63 items, a collection log, boss pets and prestige. Talents and the log stay when you die. Leaderboards are checked on the server. Plain JS, no engine.

    Free, no account, works on phones. It's a mini version of a bigger game I run, but it plays fine on its own.

    New this week: a 250-level Snow Pass, checkpoints, hold-to-attack, a shop and a live feed of other players' big drops.

    Feedback I'd love: where did you get stuck, and did the first boss feel fair?

    [–] 1 point 1 week ago (1 child)

    Nice moody atmosphere, the dark forest and the glowing fireballs look great and the aiming feels smooth. Small suggestion: the title screen text gets cut off on my phone-sized window, and a short hint about where the statues are would help on the first run.

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  • [–] 1 point 1 week ago

    Fun little arena game. The energy and spacing system makes you think about whether to close in or wait, and the crowd meter is a nice touch. One small thing: the attack buttons say "out of range" but it took me a sec to realise I had to hit Advance first, a tiny hint on the first turn would help.

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