Show HN: Willow Patch Games - online games with friends and family
willowpatchgames.com
willowpatchgames.com
- The website is very... monochrome. Seems like a very basic theme. The UI is not adapted to a desktop (vertical, hidden menu), I haven't visited the website on mobile. I wouldn't expect that from a game website.
- The rules need images!
- It's missing a rules button in the game interface that doesn't change page, but opens a popup or something similar.
- More colors!
- There's scrolling in the play area, remove them.
- Without the direct link for a game found in the HN comments, I would never have gotten to even play a game. It seems there's no way to create a game as a guest. I hate registering on websites, if you ask me to register before I even can see what the game looks like, I won't.
- Is there a chat? I might have missed it. It seems like an important feature if your goal is to have far away friends play together.
- Games? I see only one, and nowhere I can find mention of others in work.
About the pricing:
- For the free tier, I don't understand what you mean by "Freely given to all users; limit one."
- Subjectively, I dislike the "pay what you want". It's like tipping, I don't like feeling cheap by tipping too little, I don't like feeling like I'm wasting money tipping too much. Either way, I will feel bad.
- The pay for 10/20 games is... surprising. Seeing how fast the games are (2 minutes per game!), the minimum price of $2 for 10 games is exorbitant. Specially for something that seems in alpha. I want a monthly subscription, not a "pay for X number of games".
- And most of all... this is very, very early access. There's only one very basic game. There's many free online multiplayers games out there, more complexe and polished. What do you do (will do) to differentiate from them?
- The game itself is fun.
> (2 minutes per game!)
Sorry, I was creating short games so we could get people in and they could try it out. About 20 tiles per player. You can go up to 75 or 100 tiles per player, and those games tend to go on for a lot longer. Playing with friends for an hour or so usually places us around 10 games, we usually do about 50 per player. YMMV of course, depending on your host, your group of friends, and what letter distribution you use. :D
Thanks for playing and the feedback though!
> - Is there a chat? I might have missed it. It seems like an important feature if your goal is to have far away friends play together.
Not yet, working on that :) Figuring out how to integrate Jitsi into another site is a fun challenge that spans multiple weekends.
The little secret is that "Number of players" in the configuration doesn't actually matter. When people join the room/game, they start as spectator and you (the host) flip it on and they become players. (I wish I could figure out how to put the "off" label on the other side of the switch so it is more obvious, but when I can, I have the label describe the current state of the switch).
I always create a game and then realize afterwards that more people than I expected joined. :-) I've found it best leave to the calculations (tiles per player in particular) until I actually press the start button.
So, as long as you have two players or more in the game, should be good to go.
Feel free to email me if you're still having issues; willowpatchgames@gmail.com.
Bounced off this hard.
You can play as a guest as it seems but you can't try anything out without a game code.
The latter point appears easy enough when looking at the join options. But none of this is addressed on the landing page. You don’t even appear to have any pictures of the games anywhere on your site (maybe you do once you’ve signed up? But how many people are going to sign up blind?)
I really do like your mission statement but bare in mind that sometimes “gaudy” designs are picked because they look more “fun”. The site design currently doesn’t project “fun” to me. It looks more like a business page. I’m not suggesting you need to make the site gimmicky but take a look at the way how other games are marketed. This might intentionally be trying to buck the trend but that will likely cost you more customers than it attracts.
Also the pricing is a little confusing. I think you might be better off with fewer price points but define them more clearly. A little bit of the confusion I had was also because without seeing what content you had on your portal (or even what the portal looks like) it’s hard to understand what you’re paying for.
I’ll definitely be keeping an eye on this and seeing how it progresses because, as I said, I do organise a lot of events so always on the look out for new ways to entertain groups.
Drop us an email (willowpatchgames@gmail.com) when you are ready and I'd love to hear what games you usually play.
Hey HN!
I’m Alex Scheel, co-founder of Willow Patch Games (https://willowpatchgames.com#about).
We’re creating online games that are fun to play with friends and families unable to meet in person during these times. Unlike most other competitors in this space, we’re looking to keep things simple: we’d like to bootstrap the company, we won’t sell user data for advertisements, and we’ll avoid gaudy graphics that require the latest phone as much as possible. We’re trying to be good stewards and provide quality games rather than being just another race-to-the-bottom game company. We’re trying to be as friendly to join and play as possible: joining someone’s game will always be free.
I started this project in August with my brother, Nick, our other co-founder. We’re still in the early stages, but very curious to hear feedback about what we’ve built so far. We have lots of ideas and plans for the future but figured we might as well see what HN has to say! At least for us, we've had a lot of fun playing this under our states' quarantines. We've recruited several friends and family members to help beta test and it has been a blast reconnecting with everyone.
Some cool things we have brewing are:
- Video and text chat integration
- Other types of games, including some of our favorite card games
- Improving the experience on older devices
- Building mobile apps
- Alternative dictionary support
Feel free to email us at willowpatchgames@gmail.com if you have any questions.
Let us know what you think and may the odds be ever in your favor!
However the website should be redesigned in my opinion. You only get a few seconds of a visitor's attention before he leaves the page. There is no visual anywhere, one has to create an account or join a room to even see what are these games about.
I clicked around a few pages, saw walls of text and got bored.
https://willowpatchgames.com/?code=rc-ahuhe-9yk1m-ocjm1-3242...
(And thanks dang for the second chance!)
At the start of lockdown I was inspired to make my own version of Yatzy (Yhatzee?) to play with friends. We tried to find somewhere to play Yatzy together and all the versions we found were full of social media signups and micro-transaction.
We wanted something simple to jump in and play in the browser. The https://www.horsepaste.com copy of CodeNames is a really good example of this done well.
It took a couple of days to make. There's some bad development practices in there. Like heavy use of polling (I've since learned about WebSockets). And I wish I hadn't made the frontend in JQuery. But I'm quite pleased with result. Its had a few hundred successful games finished through it and I learned a lot. Once I sort some of the awful code messes I'll open source it.
Anyways if anyone's interested its very easy to jump in and start a game.
The game was made in unity. The service used for the multiplayer portion is called photon.
I tried to try it out but didn’t get admitted into a room.
There’s only text in the rules, so it’s hard for me to know what type of game this is.
I think investing in some better UI would be great :)
Good job shipping something! Just a little too much friction IMO
Only Jigsaw works right now.
Join this one: https://willowpatchgames.com/?code=rc-ahuhe-9yk1m-ocjm1-3242...
:-)
An option to click on a letter piece and then click on a tile to transfer it to that tile would be cool. Drag and drop works, but felt like a hassle at times.
Goal is to play all your tiles on the board. You then draw (assuming everything is valid). Everyone now gets a tile. Last person to draw wins (hence, "rush"-ing to draw).
I'll clarify the rules :-)
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