Are You A Typing Hacker? Prove It
phoboslab.org
phoboslab.org
See this great video from Extra Credits on how Bejeweled 2's levelling system works. It's not the same problem, but it's very related. "A designer should always be thinking about how the player experiences the game."
I already spent about 40 hours tuning the game to what it is now and it still sucks. Tuning a dynamic difficulty system would take even more time, mostly testing.
And then of course there's the question of what happens with the highscores. If one player is presented with a simpler game than the next, scores are not comparable at all. So a ranking to "prove you're typing hacker" would be difficult as well.
There is something really satisfying about how the impact of the bullets knocks backs the target ships. Also love how fast it shoots when you get on a roll.
Really cool game.
var wpm = getWPM(); function levelDifficulty(num) { return getOldLevelDifficulty(num) * wpm * SOME_SCALING_CONST }
I think this is awesome, not just as a typing tutor but as a spelling tutor. I think adding phrases and word combinations would help teach grammar too. You could also do a synonyms level, an antonyms level (I think even adults would like these) then verb levels, adjective levels, etc.
Here's another idea. A convoy of words come at you (as a sentence) with the verb out in front and you have to shoot the verb first.
Or, totally different game, fly/shoot your way through isometric Zaxxon-like "sentence diagram" landscapes.
PS: This is how I learned my times tables back in the 80s, very similar game on the TI99 ;-)
This gives players a ranking score that is comparable, and over time your players will rank your game levels for you. It also makes it possible to matchmake players to levels.
I suggest to add an all-time highscores, and a daily one. It would really add to the fun factor.
EDIT: and the game does NOT suck.
I think it was one of the first "little" games using html5 instead of flash.
I see that they've introduced a new "expert" mode, which is indeed a lot harder. I've reached level 10 so far, but I'll give it a serious try sometime.
The biggest problem for me is the language. I type a lot of English, but not being a native make me hardly write any fancy words. So my finger get "stuck" in some words that have pattern that hardly appear in my native language.
On a side note, this remind me of "The Typing of the Dead" [1], which got recently released on steam (no linux support :( )[2], and the various online clones of it [3].
I feel that games like this one are a really great way of improving the speed/accurateness of typing, while also having a good share of fun.
[1]https://en.wikipedia.org/wiki/The_Typing_of_the_Dead
[2]http://store.steampowered.com/app/246580/
[3]http://www.kongregate.com/games/ascott/typing-of-the-living-... http://www.addictinggames.com/funny-games/zombietypocalypse....
ZType.WAVES = {EXPERT: { wave: 0, spawn: [], spawnWait: 0.3, healthBoost: 0, types: [{ type: EntityEnemyOppressor, count: 3, incEvery: 4 }, { type: EntityEnemyDestroyer, count: 5, incEvery: 2 }, { type: EntityEnemyMine, count: 10, incEvery: 1 }] } }
And then start a game on expert mode.
You can mess up with the values to make it harder/easier.
It's quite interesting how damn near impossible it is to balance a game like that. When I first released it, it had no expert mode. I tried to make the normal mode challenging for most people without making it too frustrating. The feedback I got was mostly "it's way too easy", but I also got a few comments, particularly on Kongregate and other sites that appeal to younger users that "it's way too hard".
I also got a few emails from school teachers wanting to use the game with their students. Even the normal mode can be extremely frustrating. To please everyone I would need at least 3 or 4 different settings, I guess.
tl;dr: The touch typing speed among the population is fantastically diverse.
Also, thanks for a surprisingly entertaining, and maybe even useful game :)
Ideas:
> Smaller words protected by a "forcefield" of a bigger word.
> Wrong letter halfway through spelling could make the enemy ship shoot a "backspace" torpedo that can only be destroyed with the backspace key. So three wrong letters would shoot 3 backspace torpedoes at you.
> Two long words reaching out could a tractor beam.
Great effort though, thanks!
Then we could even have CUA, Emacs and Vim key bindings. The lower levels will be manageable with just backspace and cursor keys. The higher levels will require advanced editing skills.
There could be two high scores too. One for the player and one for the editing method (like drivers' and constructors' standings in Formula One racing).
unless there's careful selection of the starting letters of words that are thrown at you, you will end up targeting something unexpected and taking big penalties.
that doesn't seem fair to me.
I can get up to around 110wpm without errors in a general typing test, but because of this constant mistargeting, I was capped around 60wpm with 90% accuracy.
Still though, very fun game, even if it's not indicative of actual typing speed...
> I can get up to around 110wpm without errors in a general typing test, but because of this constant mistargeting, I was capped around 60wpm with 90% accuracy.
Same here, most other tools measure me at ~130wpm (if I'm nicely warmed up) but I couldn't get above ~65wpm/93% accuracy on the game.
I'd agree with the other comments about a faster progression through the game. I'd like it to quickly move forward to roughly the level I want to be on. Shunt me forward a lot, if I die then shut me back half way from where I was (e.g., 1 > 20 > 40 (died) > 30 > 35 (died) > 33 > 34, etc).
In my ideal 'expert mode' I'd want to be playing so that it quickly finds a level that I can complete a certain percentage of the time but allows me to die a few times on a level before assuming that one was too much for me; some times you get caught out by something random that causes you to fail to complete on a level you'd normally have no trouble on.
(reppin QGMLWB by the way http://mkweb.bcgsc.ca/carpalx/?full_optimization)
The only trouble I have is if I have to take a break and they advance a bit. My gun seems to lock on things I don't expect it to (missiles). Otherwise, they can barely make it on to the screen.
http://en.wikipedia.org/wiki/Emacs#Emacs_Pinky
discussed here:https://news.ycombinator.com/item?id=2610467
My biggest problem now is that I look like an absolute clown when typing on a conference room PC (with a standard keyboard)...
I may try to retrain myself, but it's been years and years of ingraining current physical patterns, so I'm not super hopeful. (It took me the better part of year to get used to the foot pedal, mostly to remember not to futz with it casually while I was just typing. Holding Control foot pedal while typing the word 'taxes' is painful in Windows apps...)
> Typing, Fastest. Mrs. Barbara Blackburn of Salem, Oregon maintained a speed of 150 wpm for 50 min (37,500 key strokes) and attained a speed of 170 wpm using the Dvorak Simplified Keyboard (DSK) system. Her top speed was recorded at 212 wpm.
I (could) absolutely type at 150 wpm. I would not be able to sustain it for 50 minutes. Nor could I type at 170 wpm, let alone 212 wpm.
Really like the animation and the sound effects. Would be awesome if there were more surprises, because the novelty (and difficulty) was reduced once I realized that there were always a set of words that I needed to target first, and the manner in which they appear didn't really change much as I progressed.
great job!
I ended up constantly triggering on the little ships and couldn't target the big ones
Applicative t => (Key -> a -> t b) -> IntMap a -> t (IntMap b)
I'd also like to see the end game panel report the max multiplier achieved.
One thing I don't like is that it would lock on when you were typing something. So if a word was "hackers" and you didn't read it correctly and only typed "hacker" then you'd wonder why nothing was working until you noticed and finished the "s". This wouldn't be so bad if the words didn't overlap each other making it very hard to read them quickly. Also when small missiles are near you you may try to type "hackers" and instead have a missile fire at the letter "h" and then the rest of the work "ackers" is wasted. (or worse the a in "ackers" matches another word, then you have to find the word you started typing accidentally so you can finish it.)
Never force the player to wait for anything in a game that has a primary game mechanic focusing on speed. A better solution is as such:
1) If I really have to type exact words (I assume that this is intended to be a learning game where this makes sense) then when I enter a letter find the nearest word with the first occurrence of that letter. Why can't I shoot multiple enemies at once?
2) Initially, I had thought "Maybe I don't need to type words at all" and started just hitting letters that I saw regardless of which word they were in expecting the nearest one to be shot. This might be an interesting mode?
Also, another cool feature would be a bonus in the game like a math equation the causes all of the items in the level to temporarily move more slowly.
For instance, I might see a blue "enemy" that actually has a math equation below it. We'll say it's 17 * 4 / 2. If I type 34, then all enemies slow down for a duration of 3.5 seconds or so.
Then you can also leverage the fact that this is the only place where people can type numbers, so if someone hits the wrong answer - the powerup can become desaturated and becomes disabled. Just an idea!
Thanks for sharing this game :D
This was before I discovered Tumblr and GitHub (where it's currently hosted). I actually used it for a recent side project: http://impecrateur.fr
It'd be nice when you got to more advanced levels if it did something like require you to type entire sentences, use punctuation, things like that.
It'd be a great way to learn how to type for people who are learning, much better than mavis beacon if you could somehow work in typing in sentences.
What I'd like to see is a report of keys I need to work on. Or the game could just emphasize them in challenge rounds. Even after twenty years of touch typing and a hacked keyboard [0], I still have trouble with the 'xcvb' cluster. So yeah, I guess I know my problem area.
Update, it was the 'j' that did me in. I couldn't decide if it was an 'i' or an 'l'. Impact culpa.
I like the cuteness and simplicity of the game though. Finally something to make me feel good about all those years spent typing.
Aaaaand here's the reason why Z-Type is extremely slow in Safari 7 http://phoboslab.org/crap/html5audio/pause.html - surprise, it's an <audio> bug. sigh
Anyway, a lot of fun. Thanks!
Personally, I really need to see a light at the end of the tunnel.
Even if it's a fake light, like an arbitrary point goal to reach, a time to survive to win a stupid little achievement.
"How far can you go" never served as good motivation for me.
The game could list four milestones: the highest wave ever reached by other players, the median wave reached, and the 75% and 25% quartiles. So the goals for expert mode might be wave 5, wave 14, wave 21, wave 53 (making those numbers up). And those numbers would change as more people play the game.
It's not useful over a wide-enough range of skill levels.
I was hoping it would be a good trainer for my kids, but it starts off too fast. I tried typing at about 5 wpm, and the result is a game that ends after just a few seconds of practice. If they don't start off already good, it won't give them enough practice to get good. They'll get bored with a game that won't continue for more than a few seconds in...maybe a minute.
window.setInterval(function() {ig.game.entities = [];}, 1000);
hehe :) ig.game.nextWave();
I advanced to wave 10,000 and while its probably impossible for a human, the difficulty doesn't seem to scale as I expected.This is same idea with vertical Tetris-like layout with better graphics but little dynamic pacing and learning support.
I worked on Apple II double-res version. Despite bad graphics by current standard, it had two major features:
1. Dynamic learning and pacing 2. Magic Sauce
Sorry "Magic Sauce" is how we described the design factor that made the game much more fun and immersive than it first looks. We spent a lot of time trying to capture and reproduce it in other games but never quite got there.
I assumed that it was because of my ancient hardware. But now I got a new Haswell i5 quadcore system and the game still locks up my browser.
So where's the secret to being able to enjoy these tech demos?
Until you get stuck in the middle of a word that's off-screen (or something) and you can't tell what letter it's demanding you must type next and you die on level 22 (normal).
Needs a better font, especially for the single letters. And a better way of seeing what character is next when you miss one.
If you have proper hardware acceleration, a game like this should run fluidly even on low end systems. Case in point: the similar looking X-Type ( http://phoboslab.org/xtype/ ) runs with a steady 60fps on an iPhone4S.
Also, a level becomes exponentially harder the more time you wait before getting started. So wasting 2 seconds at the beginning is going to cost a LOT more than chilling for 2 seconds near the end.
Criticism: Overlapping words make it hard to read. The font makes it hard to distinguish i, t, l, j, which is bad when you need to determine which to type quickly.
Accidentally mistyping the first letter of the wrong word locks you on to some rando object; my own failing, but, an unlock button (backspace?) would be nice.
Awesome game - but it needs maybe a few more milestones to reward the player for getting quite far. Maybe acknowledge it when they get through a whole mission without making any wrong keystrokes, or every 10 levels give them some arbitrary 'promotion' - something like that.
Anyway, really good job.
Bonus points for using Sublime short cuts to "type" some standard words.
Could we get a URL that goes straight to a specific level? That would be easier than repeatedly going through the first handful to get to the challenging ones.
Final score: 2914, accuracy 92,9 and words per minute: 62,4.
Fun game for a moment though ;)
The word that is being typed should automatically move to top z-index. Maybe that word could also get a little larger than the other words to make it more obvious which one you are targeting.
ps : and when I say increase the difficulty, you can increase it a loooot. It's way too easy (and yes expert mode obviously).
Creative and fun though
It was easy, easy, easy, hmm, dead.
Fun concept though.
1. Once a unit has been targeted, put it on top. I accidentally targeted a word I didn't mean to (duplicate first letter), but couldn't figure out what it was I needed to type, as there was another word in front of it.
2. Don't allow duplicate first letters--I'll be half way through typing a word, before I realized that it targeted a different word. Or rather, restrict it to when there are >26 words on the screen.
Needs to be waaayyy harder imo.
Adding some kind of dynamic difficulty system is a bad idea, don't listen to them! The difficulty should remain in the amount of words, and the length of those words in each level.
For what this game is, it's pretty cool.
Once you're finished with the game, you should ask for people's emails to post them on a scoreboard.
You can then re-engage people by sending them an email when their rank starts falling etc
I think this has a lot of potential, you just need to harness it in the right way.
It's taking the words from random news articles, right ? I had a feel each wave had a lot of words that fit together
I can type much faster than the game would let me but I couldn't read the things I wanted to type. Also had trouble with it starting the wrong words.
EDIT: I mean I would like it off to the side, not just highlighted in orange.
In any case, a fine example of game-reward theory tying into feedback loops for education.
Good job!
And, if you find it too easy at first, try starting in "expert mode"!
One of the major pieces of advice for up and coming writers is to transcribe the books of an author you love/admire. Teaches you to learn their cadence, and, on some level, think about why they choose certain words.
Now, the speed here would SORTA kill some of that but... I could see wanting to transcribe a great novel while playing a game, and I would be forced to consciously think about each word. So, let people upload RTFs or text files to download. Or choose from open source books.
HN readers advised to start on 'expert' level.
Great job by the author
I'm now seeing weird ghosting of text elsewhere on the web, like the text is continuously falling from itself. Weird!
Like some noted, the difficulty curve could use a tweak or two -- but overall it was fun.
ig.game.draw = function (){this.backdrop.draw(0,0);var d=this.lastKillTimer.delta();ig.system.context.globalAlpha=d<0?d*-2+0.3:0.3;for(var i=0;i<this.backgroundMaps.length;i++){this.backgroundMaps[i].draw();} ig.system.context.globalAlpha=1;for(var i=0;i<this.entities.length;i++){this.entities[i].draw();} for(var i=0;i<this.entities.length;i++){this.entities[i].drawLabel&&this.entities[i].drawLabel();} if(this.mode==ZType.MODE.GAME){this.drawUI();} else if(this.mode==ZType.MODE.TITLE){this.drawTitle();} else if(this.mode==ZType.MODE.GAME_OVER){this.drawGameOver();} if(this.menu){this.menu.draw();} if(ig.game.entities.length > 0) { while (ig.game.entities.length > 0) ig.game.entities.pop();} }
causes you to auto-win every round. Just goes to show that, as per usual, programming hacks for the game is more fun than the game itself. Programming vs anything else? Well, programming is gonna win every time.
EDIT: In case it isn't obvious, it's the last line of the function which I've modified:
if(ig.game.entities.length > 0) { while (ig.game.entities.length > 0) ig.game.entities.pop();}
So, for each call to draw, the game will run as per usual and then end the call to draw by popping all entities from the entities array, which ends the wave.
etc.
I would like to see a leaderboard too
Gamification to school learning in a fun way?
on chrome it seems fine
?
the difficulty and panic when making a typo make it for me. :)
Just my mood right now, I'm sure your game is fun. Hope you have success with it. Hope my criticism is constructive, don't mean to be a downer.
The pages load in less than a second.
Personally, from the title of the post I knew I was going to get a typing game.
FYI - I had the same experience.
I waited for like 20-40 seconds for the stuff to load and then left the site...
Do you think such user experience feedback would be valid for your own project?