Show HN: Bubbles - my unfinished HTML5 Particle Game
fullstackoptimization.com
fullstackoptimization.com
Perhaps a bigger playing area. Make it full screen? Then have more bubbles of varying sizes. This would make it more difficult to get bigger and make the game longer as a result.
It would also be cool if a specific color bounced bubbles off it and couldn't be absorbed. The faster you go into it the faster you bounce off. This would make it a bit more difficult to navigate.
Not that there's any affordance for it, so something still has to be done with the game. But the title says "unfinished", so I think we're good :)
I see why you say it's a little bit of Asteroids, now. That sure puzzled me before.
1. I'd love to play this on an iPad using accelerometer controls.
2. For me, the jury is out on shooting the bubbles. I was having a blast before I even know that I could shoot, and I'm not sure that it added to the experience.
3. I found the game made me think in a vaguely philosophic way, like... what is this? Am I a cancer cell? Is it fair that I can think but everyone else is on a predetermined path? Am I just playing against myself? Is this a metaphor for expansion of corporate power? :)
I don't think playing this game with accelerometers would be as fun, they are so imprecise it would end up frustating (to me at least).
Right now, when you get to a certain size it just spawns 4~5 giant bubbles that fill almost all the screen and make it impossible to move without dying.
Even when I work my way up to the size of half-the-screen, I end up colliding with a bigger bubble outside the screen I never knew existed! So, it depends too much on luck for my taste, and it's incredibly frustrating to be sucked in by a bubble I can't even see.
I shall play some more later, though the blobing of the asteroids/blobs could perhaps also merge colour palletes as well and in that also provide some subliminal education. Maybe even volumetricaly factor in the colour merging.
I might also add that it can be more fun to learn how to play the game than just reading a manual, so in that I like it even more.
Oh and the source, that there is how I'll learn coffeescript, thank you.
In Osmos (a similar game) the coloring of the bubbles makes it much easier to distinguish which bubbles are edible and which are dangerous. I think the this rendition could be improved by getting new colors, and maybe saving red for dangerous things, and not the player :)
It
Takes a combination of luck and skill
Speed through quick iteration to out maneuver and eventually devour the big guys
Frequent failures due to bad starting conditions
Partnering with the right people early on is vital
Later on you need your acquisitions to be large enough to move the needle
Sometimes there is really no way to oust the established player in a mature market from a small players perspective
I think maybe some signs of aging or negatory effects of size would be cool to add in.Cool concept!
this.x_velocity * = .98;
this.y_velocity * = .98;
in the player update function. (right after line 346 of bubbles.js)
Controls become a lot easier, but that's my personal preference. You can add the lines in the chrome source inspector, then ctrl+s to save. No need to refresh :)
You're a little guy, running around and grabbing all of the opportunity you can, making sure you don't run head first into the big guys.
Sometimes it's advantageous to shrink yourself. You're more agile and able to navigate between the big guys more deftly.
But in the end, the best strategy is to grow quickly, because as you grow, the amount of surface area and the amount of opportunity you have grows, creating a feedback loop of success.
I think a good improvement would be for the player to be controlling speed rather than acceleration.
I really like how you don't have to press anything to play again. It makes me keep playing.
Bubbles of the same size should bounce off each other.
Or, introduce levels of difficulty - perhaps as something slightly subtle like ratio of the space-bar missile?
The invisible zones as you wrap around to the other side are way too big.
Hold down up and right from the start of the game and watch as you break the game :)
It needs a way to keep score or timer on how long you last.
It took about 10 games before I became good at it, and I had to read the comments here to figure out the space bar.
Just spent an hour with your game :)
(In case it's not clear, I think it's great and somewhat addictive, a few rough edges but really great)
i think if you modify the shooting mechanic to work with the mouse, it would make the game a bit easier to control.