Hello,<p>As a developer and a gamer I always wanted to make games, but I never actually did it. To change that I threw myself a public challenge: build a new game every week in html5 using Phaser (a javascript framework).<p>The games are quite simple for now, but that's because I'm still learning. Let me know if you have any feedback on the games or the website.<p>Link: www.lessmilk.com<p>Thanks!
Just finished game #3, died 83 times (wasn't too hard after playing Super Meat Boy :)). Some ideas: add two more controls for increasing vertical and horizontal velocity (i.e. holding "shift" will make to box go faster and jump farther, and holding jump longer will make it jump higher. And then add more levels that exploit those controls!
Nice games. I like the simple visuals. Played game #2 for a bit. One specific comment: Holding "up" fires at the maximum rate (pressing up repeatedly doesn't fire any faster). Also, there is no downside to constantly holding up. So you probably should either (1) eliminate the up button and just auto-fire all the time, (2) have a fuel mechanic that will force the player to conserve shots, or (3) make it worthwhile to press up faster. And if doing so, move the fire button to space or something similar, because it is hard to repeatedly press up while moving with the side arrows.
Great games! Great start!<p>Here's a talk you might be interested in from one of the guys who made "Ridiculous Fishing" on the Art of Screenshake: <a href="https://www.youtube.com/watch?v=AJdEqssNZ-U" rel="nofollow">https://www.youtube.com/watch?v=AJdEqssNZ-U</a><p>Basically, it's a bunch of interesting points on how to make action games feel more responsive and fun.
Wow! Love your games. I got started programming by writing games like this on a TRS-80 Model 3 in the early 80's, but we only had one "beep" sound then. I went on to write parsers for text adventures, which got me into parsers for programming languages, compilers and then machine learning.<p>Your games are fun, especially Jump Squares. I noticed that keeping the game going without pause has an addicting effect. (In comparison to the "push up button to restart" on games 1 and 2.) I had no intention of playing it all the way through, but I couldn't stop until I did.<p>Nice clean design for such simple games. Fun sounds.
Game 3 is my fave... Awesome... brings back memories of my Commodore 64 days where my favorite game was Galaga, crude pixels, smooth movement, great action.<p>One small refinement suggestion: perhaps a few "tick marks" on the horizontal axis so people can time it right (if not for all, at least for initial levels, would lure players in a little more), eg see <a href="http://imgur.com/kDEgbTo" rel="nofollow">http://imgur.com/kDEgbTo</a><p>Edit: here's a longplay video of that Galaga game.
<a href="http://www.youtube.com/watch?v=aSqk8t0Pxww" rel="nofollow">http://www.youtube.com/watch?v=aSqk8t0Pxww</a>
Oh boy, these are awesome! :D<p>I'm especially fond of game #1. It reminded me of an old html game I played in which I had to use the mouse to drag a rectagle around, avoiding collisions with other rectangles that bounced around. I remember receiving this in an email that said if I were able to stand for X seconds (I can't remember how many) then it meant that my reflexes were above the threshold required for jet pilots — and obviously, as every boy, I wanted to fly a jet.<p>The only critique I have for you is to have posted it during my work hours.
These are great! I love simple games like this.<p>They are fun, but it feels like they'd be a lot more fun with a bigger playing field. Have you considered making a larger playing area?
I like how you created real games instead of just demos. The third one is really addictive, I've played one very similar on the iphone. (I think it was called Impossible game or something similar). Maybe as a next game it could be similar to the #3 but with this gameplay "<a href="http://www.youtube.com/watch?v=rPgotLzzb-Q"" rel="nofollow">http://www.youtube.com/watch?v=rPgotLzzb-Q"</a>, i.e. one key to move higher but gravity then brings you down. You rock keep it up.
Inspired by your sharing of simple games, I'll share the one html5 game I made a couple years ago for fun:<p><a href="http://tapawaygame.com" rel="nofollow">http://tapawaygame.com</a><p>It's meant for mobile devices, and it's unpolished, but it was fun and satisfying to make. I was inspired to make it after I had an eye exam. I'm always scared of "failing" that test where you have to tell the optometrist every time you see a flash on a screen.
How did you decide on Phaser? Would you recommend it?<p>How hard would you say it is to get started for someone with some JS experience and some pyGame experience?
So far the one thing that all of your games have in common is that they are very responsive. Don't ever change that for any reason. Without responsive controls, you game will be terrible no matter much polished the rest of it is.<p>As your games become more complex, it will be easier to offer some constructive criticism. Right now, however, you seem to be doing fine.<p>Keep up the good work.
Only played game #3. Really like it. Two suggestions:
- I'd put a small countdown (2-1 go) or something when we die because otherwise you die and already miss the right timing to do this level. So sometimes I had to voluntary let it die 2-3 times to have a good start.<p>- Would be way cooler to be able to jump on top of the boxes.. but you have to land perfectly on it.
Would you like to work together, i am building a turn based board game, and need some help on client side. <a href="http://www.reddit.com/r/devblogs/comments/1v6ivc/turn_based_board_game_developer_partner_needed/" rel="nofollow">http://www.reddit.com/r/devblogs/comments/1v6ivc/turn_based_...</a>
I'm doing a similar, but slightly less aggressive thing and trying to do a game a month. Here's what I currently have, it's ok I guess.<p><a href="http://tedajax.net/Game/" rel="nofollow">http://tedajax.net/Game/</a><p>I really like your third game, very simple but it works and is engaging.
I would suggest building analytics in your games, to see how people are playing them vs how you thought they would be played, and identify levels that are too easy or difficult.<p>e.g. on Game 3, track an event on each level up along with the number of death for that level.<p>Game 3 is really addictive. Good job
I enjoyed them! I've been thinking about getting into HTML5 game development recently but couldn't think of a good place to start. Creating lots of little games like this (simple arcade games) seems like as good a place as any - perhaps I'll attempt something similar. Thanks for the idea!
I'd recommend you go for quality over quantity. Make a decent game every month or some longer period of time, rather than a generic arcade game every week.<p>But, whatever keeps you motivated. Keep going.
who much time did you spend doing these games?<p>I actually worked doing some physics stuff in C for a game, never got to see the finished product but I've always wanted to do a whole game.