Author here, not sure why this is posted today as this project is from 2015, but feel free check out our latest WebGL project if you liked Keep Out: <a href="https://equinox.space" rel="nofollow">https://equinox.space</a><p>EDIT: thanks for all the great feedback!
For Chromium based browsers you can use getLayoutMap() instead of prompting the user and then rely on the manual fallback for Safari/Firefox/Other unsupported browsers. In either case, detecting/asking for the layout makes sense for displaying the controls graphics but you should still ultimately use the keycodes for positional keys in the actual code so someone on the misdetected or on an unlisted layout can still use the positional keys as expected.
WebGL for games is so awesome for low-friction deployment.<p>As a rainy weekend hack I did a quick and dirty port of a fan decompile of the original Tomb Raider to WASM/WebGL a few weeks ago:<p><a href="https://eikehein.com/stuff/sabatu/" rel="nofollow">https://eikehein.com/stuff/sabatu/</a> (this uses alternative fan assets inspired by TR1)<p>The TR community has a couple of websites hosting lots of great fan levels, I'm hoping to make this good enough to allow playing them straight from the browser at some point.
This is super cool and it's great! I enjoyed my brief try in the browser.<p>Couple feedback points: I really hate the health system. I wish it was clearer how much health the potion recovered. I'd almost have it more like a traditional unit-like health bar and the potions recover one unit. Also having the R key so close to the movement keys made me press it in a panic several times when trying to move away. ALso allowing you to use a potion when your health is full feels really cheap. Also what about purchasing such items in the store after each level?<p>I never really got used to the strict 90 degrees movement and my fingers constantly got confused between strafe and turn. But I'm sure I'd get used to it in time. I'm more used to the FPS movement when this is more of an arcade-style setup.<p>For the map, I'd recommend holding the TAB key to show it, so it's just for quick glances.<p>Would have appreciated a little more variety in the props, though I only played to level 8, so I'm sure more gets introduced. There were new enemy types all the time which was nice.
If this style of game is up your alley but you're looking for a more complete experience, then the Legend Of Grimrock series is what you're looking for: <a href="https://store.steampowered.com/sub/49358/" rel="nofollow">https://store.steampowered.com/sub/49358/</a>
More info here: <a href="https://www.littleworkshop.fr/projects/keepout/" rel="nofollow">https://www.littleworkshop.fr/projects/keepout/</a><p>It uses Three.js.
Wonderful graphics, but I rather like browser puzzle games (while half-listening to a Zoom meeting) like this one: <a href="https://slices.ovh" rel="nofollow">https://slices.ovh</a>
I'm not as huge fan of the controls. I have five fingers on my left hand, and there are six buttons there, so I'm constantly moving them around, while my right hand doesn't do much. Maybe figure out a way to use both hands?
For me, on Firefox Android, the game worked beautifully (it got stuck at a certain point - no movement/actions accepted anymore but the visuals and menu worked).
I got to level 12 and had purchased everything, so I felt I had nothing else to strive for.<p>Great variety of enemies and attacks. Loved the different weapons and how they "evolve".<p>If would be fun to have the frozen ward being able to nullify the fireballs, as it seemed an obvious consequence.<p>I think after unlocking all the base weapons, it would be fun to move up and be able to access "epic" sets (not just money locked, so you don't see them until you buy the other ones).<p>Also expected to have some "hidden" treasure rooms but even trying no walls broke, even with bombs.<p>Might be nice to have a boss fight every 5 level, often it's done by taking the base enemies and making them huge and harder. If I had a reason (like reach level X to save the princess, or reach the center of the earth or something else), I would have kept playing but after level 10 and everything unlocked, I thought maybe the game was over.<p>I really enjoyed the experience! The graphics were great, just the level cleared text seemed lower quality than the rest (maybe a font rendering problem?).<p>Great job!
That was a really good experience.<p>The "About" button in the menu leads to a webpage that 404s. As another commenter has pointed out the correct URL is <a href="https://www.littleworkshop.fr/projects/keepout/" rel="nofollow">https://www.littleworkshop.fr/projects/keepout/</a>
Fun concept, really makes me want to play Legend of Grimrock 2 again. I don't know if the devs are here, but here's my feedback:<p>* The wand's cooldown is way too low. It has infinite charge so there's no consequence to stunning enemies, attacking them, moving backwards, repeating. You can effectively stunlock any enemy.<p>* Dragon's attack speed is almost instant. There should be an attack animation before it shoots a fireball, right now it feels like it's faster than any melee enemy. Ranged units should be manageable when they're close.<p>* A dungeoncrawler needs traps. Where are the floor spikes, wall axes, giant rolling stone balls? It needs it.<p>* The "Read more about this project" links to a 404, I guess this is an old project.
really cool... amazing that you can get playing immediately<p>controls could use some work. i'd rather move with wasd, turn around with the mouse and attack with the mouse too because it's a first-person camera...<p>or make A and D turn-and-move in that direction with some other input for strafing which seems less useful than turning. and in any event, attacking with something like j, k or l is probably more intuitive (to me)
This worked in normal mobile safari but when I added it to Home Screen, and turned landscape it squeezed the gameplay into the left third of the screen.<p>The game overlays, however, displayed undistorted, in their correct positions.
Very polished and smooth but it feels a bit shallow. So far I imagine the gameplay is limited to moving forward and strafing through progressively longer dungeons.<p>There is a charm to the first-person element and limiting movement to a grid, but the controls feel slow and are frustrating relative to FPS movement or a top-down action RPG Diablo style layout/controls. It was annoying waiting for each animation to finish between alternatively walking/turning/strafing.
It reminds me my WebGL First-Person-Shooter <a href="https://dinohunt2.ivank.net" rel="nofollow">https://dinohunt2.ivank.net</a> that I made 10 years ago :)
This is super fun! I'm no expert in games like this but I think everything is perfect. I wouldn't change anything. It all feels really intuitive fun and it's clear you've put a lot of thought into it.<p>I'd say the experience is already optimized :)<p>Can you tell a little bit about the creation process? Is it a team? What did you user to build this and create the textures and and characters?
Thanks for posting this - it's a lot of fun to play, in a casual and fun way.<p>Also, this reminded me that I hadn't played my Rogule [1]for today, so I'll go do that, too :)<p>[1] <a href="https://rogule.com/game.html" rel="nofollow">https://rogule.com/game.html</a>
That is very cool, played far more than I thought I would. Great job!<p>I always found it funny when you would leave the store it would have this fade out/shrink animation. It is the same transition I have on my desktop windows and for a moment I kept thinking it was about to crash. ;)
Whenever a WebGL game is released, there's tons of browser issues across many different types of devices. It seemed to work for me (iOS) but just read the comments. It would really make me think twice about developing a web game.
This excellent. My 6 year old is loving it on his tablet. Compared to the crap you get in the app stores this is amazing. No ads every time you touch the screen, decent graphics, progress without being forced to watch ads or pay.<p>Kudos.
Most fun game on HN since Infinite Craft.<p>Worked well on iOS Safari. Installed as PWA and everything. Managed to keep my attention for 5 levels. Nice work.
I have already sent this to all my buddies.<p>I thought about generative games, so that one game could be made, and each individual gets their own experience.<p>Well done!