3 ms·
I don’t know if anyone else noticed, and I’m not sure whether this is intentional, or maybe the dev found it too hard to do well in browser-based games, but it
by jader201 3y ago
I don’t know if anyone else noticed, and I’m not sure whether this is intentional, or maybe the dev found it too hard to do well in browser-based games, but it seems like most of his games don’t sync the sound with actions happening in the game.
For example, in Pac Man, the dots chomping sound seems like it’s just a repeating sound that is toggled on and off, vs. actually syncing with the timing of chomping the dots.
Also, if you check out his other web-based games [1], you’ll notice the same thing — the actions (by tapping) cause a sound that is just repeated at a pre-set rhythm that doesn’t sync with when you tap.
It’s subtle, but can actually have an adverse affect on the performance of the game. I often use sound feedback as a way of timing, and when this doesn’t match what I’m doing, it can definitely throw me off my rhythm.
The Timber Test game [2] is a perfect example of this, particularly on the later levels where you need to cut the log into equal fractions, but the sound timing is always the same, making beeps in unequal intervals.
[1] https://www.asahi-net.or.jp/~cs8k-cyu/browser.html https://www.asahi-net.or.jp/~cs8k-cyu/browser.html
[2] https://abagames.github.io/crisp-game-lib-11-games/?timbertest https://abagames.github.io/crisp-game-lib-11-games/?timberte...