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One of the first big games on the original iPhone after the App Store was shipped was “super Monkey Ball”, a port of a popular console franchise. It was basically this but with fancier graphics, many more levels and mechanics and cute characters. I remember being amazed how well it worked with the phone’s accelerometer and how good it looked back then. Hard to believe that was ~15 years ago already. [0] https://supermonkeyball.fandom.com/wiki/Super_Monkey_Ball_(i... |
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It is cool, but having to redo from the first level after 3 drops kills the fun for me. Of course some would like that aspect, but for me as a casual fun game it's a no.
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I lost a bunch of times on level 7 and then was sent back to level 1. Is there a way to avoid redoing completed levels?
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having only 3 lives for all levels is a bad idea imo Gave up once it started again from scratch, its not fun just re-doing all the levels to try again |
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Cool game! Level 9 made me realize there's some inner dread deep within me when it's about playing web-based games with mazes. Especially for those where you can fall off the path. |
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Nice. I made one where you should guide a sphere into a hole a few years ago. It was in 2D and I don't think it worked all that great. I'll see if I find it and post it here
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I feel like that would make intuitively finding the zero point hard. At least with the zero point being horizontal, all you need to do is look at the world around you and see which way things fall.
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Awesome work Nate!!! I’ve been following your work ever since that Lightning talk on Three.js at the Carolina Code Conference. You’ve got a lot of talent and motivation, which is a killer combination. |
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Create a webapp from it. The typical usecase for an installable version. Add service worker and a manifest.json. that way on android phones you have an icon.
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The camera is tilted instead of looking straight down, and my phone needs to be flat to be in the no movement neutral position. This is unpleasant in to ways: How I'm sitting right now makes it hard to look at my phone while it's flat; it would be much nicer to be able to set my neutral point so I could play with the phone mostly vertically. The combination of flat phone and camera angle is awkward, as when you're looking straight down at the flat phone it looks like the level is tilted, and the ball should be rolling. If you're sticking with flat always being neutral, the corresponding camera angle should be from directly above, imo.
After trying the phone and dying, I ended up playing on the desktop with the arrow keys, much more pleasant.
Your light is coming from a direction where the magnitude is the same in x,y, and z. This means there's no difference in shading between three of the visible faces. (Or, you're using shaders which does this for some other reason.) This may be an intentional choice on your part, but I think it'd probably look better with a light angle which gives more definition to the geometry. Especially the level text suffers from this.
On the last level, is the spinning obstacle at a slightly offset pace from the first moving platform? When I first saw the level, they were very poorly timed with the obstacle sweeping past where you'd go to get on to the moving platform right as the moving platform came closest. Waiting a bit seemed to slowly improve the situation, and I eventually got tired of waiting and just went for it. Still unsure if they're actually in sync or not.
I died the third time on the last level, and called it quits when it put me back at the start. A very harsh punishment.