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Show HN: Slope remade in HTML5 to load instantly on any browser, any device
A whole free daily game served in under 100kb with no ads, lags or logins. The URL will serve a new track every day, forever. And I've added setting sliders so players have full control over their experience.
Would love to know your thoughts guys. This was just me working with Claude Opus 5.
Cheers,
Nathan
- tipiirai 2mo agoI like it!
- novlrdotcom 2mo ago:)
- grigio 2mo agoCool, minimalist. I lke it
- novlrdotcom 2mo agoAmazing, thanks :)
- chuchurocka 2mo agoThanks, really enjoying it!
- novlrdotcom 2mo agoThank you :)
- timnetworks 2mo agoThis is addictive.
- novlrdotcom 2mo agoThen share please! :)
- dash2 2mo agoThat's impressive... how long did it take you? How much did you have to check the model's work? What frameworks did you use?
- novlrdotcom 2mo agoJust one week of constant iterations (I lost count). Just Claude Opus conversations, it built the whole thing. So it was HTML5 from the very beginning, but started out very crude and rudimentary. Got the gameplay right first, then polished, polished, polished.
- rkangel 2mo agoHad some fun! One suggestion: Track generation needs a slightly longer bit at the start that is straight, wide and has no obstacles. The reason for this is the way the touchscreen controls work (exclusively played on phone with touchscreen). They are surprising to at least me, but possibly to a lot of people who have played mobile games. I was expecting it to be like a virtual joystick - wherever you put your finger down is the reference and then you are steering relative to that. The problem I'm having is that it's really hard to put my finger down at the start of the run and not have an immediate swerve of the ball. When you're on narrow track (or effectively narrow track due to an obstacle) like today a large proportion of the time I immediately died before I was in control of my ball. AFTER that the controls work well and I really like them. They give more precision than a "virtual joystick" would. But I think they need explaining ("ball goes towards finger") and allowance to get in control at the start.
- novlrdotcom 2mo agoThat's such a great, fair point. I'm going to incorporate that one right away! Thank you!
- raddan 2mo agoIt’s funny—I also wrongly assumed that the controls required me to tilt my phone and died instantly. It does say right there on the main screen “drag your thumb anywhere on the screen” but I didn’t know what “Arrows and A/D” meant. I don’t really play games on my phone very often…
- mef51 2mo agoFun! Top 100 daily leaderboard?
- mef51 2mo agoOk I'll start one here, I got 23763 on track #665 :)
- novlrdotcom 2mo ago42,992 on track #665
- Foobar8568 2mo agoPlaying that game reminded me of the level of concentration I needed to beat the levels in Battletoads in Battlemaniacs on the SNES. (I never played the NES version.)
- novlrdotcom 2mo agoYeah it's old school difficult. But I'm going to take the suggestion above and make the beginning easier for longer.
- kylecazar 2mo agoDamn. I keep falling into this weird visual trance after about 4000 where I can't focus on the ball anymore and it ends up in the periphery of where I'm looking.