Neat! Would love to know how you handle prediction and correction.<p>My last ludum dare was webgl+websockets, but because I used server lockstep (it being a 72hr game and coded from scratch) it was pretty poorly received :/<p><a href="http://www.ludumdare.com/compo/2012/08/30/cage-flight-autopsy/" rel="nofollow">http://www.ludumdare.com/compo/2012/08/30/cage-flight-autops...</a> <-- give it some love
Runs pretty smooth and the multiplayer seems to work fine (though Quick Play dropped me into an empty game the first time). Giving the bullets a black outline is a good move because I cannot make sense of the rest of the visuals - horribly low contrast and super noisy, almost random use of color.<p>Seems to play pretty well other than the issues created by the indecipherable visuals though. I think multiplayer makes this kind of game more engaging, but you need to take steps to overcome the visual confusion and tendency to be overwhelmed when there are 4 players worth of bullets and special effects flying around the screen.
Damn pretty great, I played a Geometry Wars game together with some other people, no lag, no glitches the entire game. And a whole bunch of nice animations and effects.<p>This shows that at least for the arcade market, the web really has become a mature platform. Ofcourse, this game was cooperative, and chaos-y. It's not certain at all this kan be made feasible for competitive multiplayer with more strict rules.<p>Maybe that just means it's restricted to fun games ;)
The small print (<a href="http://biz.turbulenz.com/developers" rel="nofollow">http://biz.turbulenz.com/developers</a>):<p>>We're sorry to hear that. Publishing with Turbulenz gets your game in front of a larger audience. We don't charge an upfront fee and we expect to help you achieve higher user and revenue numbers. If you still don't want us to publish it, contact us about alternative licensing options.<p>>Our mission is to create the greatest online gaming experience. We have heavily invested in the tools and technology to enable this experience and provide these to you free of charge. In exchange, we receive a 30% fee for helping you publish and promote your games to millions of potential customers globally. In fact, we take it a step further and provide services other online platforms don’t. For example, we take care of hosting, servers, analytics, marketing, payment processing, and we even provide developers with a live staging service (Developer Hub) to A/B test and optimize different development versions of a game.<p>So they're going for an app store model by using a free API as bait.
This is cool and it works well.<p>However the graphics are giving me a headache. I played for 10 minutes and I quickly couldn't find my mouse's cursor, nor distinguish between enemies and the background, enemies and the rewards, and enemies from myself. Too many colors.
Great fun! I registered for an account, but then stopped being able to play multiplayer games. Maybe I'm just missing it, but there "quickplay" button that I was using as a guest is no longer there.
The usability is awful. Too many graphics blend in together and the hot key choices are confusing.<p>However it's ridiculously smooth and ran great on a ~5 year old machine. The controls felt excellent.
Is there a youtube video?<p>I found this <a href="http://www.youtube.com/watch?v=NDGl-eDEuNQ" rel="nofollow">http://www.youtube.com/watch?v=NDGl-eDEuNQ</a> but I'm not sure if its the same game.
Great but the action is a bit too chaotic , to much things on screen. I suggest reducing the sprite sizes a bit , and make the background less distracting.