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blobdole 21 hours ago [-]
Wowza... I am so bad at this. lol
One thing I would say is that when there is a "done" or a "next" button, it took me a sec to see it as a button because the actual button color was too close to white on my monitor. So I thought it was a click anywhere kinda "done".
dyarosla 21 hours ago [-]
Thanks for the feedback! Maybe I should add another touch animation like the one that teaches you about the levels menu chevron. Or just add some light glows every so often
RestartKernel 10 hours ago [-]
This barely feels like a Web game. Well done, especially in 12 days. What was your workflow like? How much use could you get out of LLMs past the basic mechanics (if at all)?
dyarosla 37 minutes ago [-]
Thanks!
Webgames have really evolved far and away past what you may imagine them being able to support
This was actually my first entirely agent-coded, no code read game i made (in 20yrs of coding)
which bit of polish changed how people reacted the most?
dyarosla 23 hours ago [-]
I think it's still to be seen in the long run but so far two main ones come to mind
- Adding a mascot(s) helped immensely for creating an identity / making it not another puzzler
- Tuning the puzzle generation constraints: how frequent 2-,3-,4-,5- size pieces are, how many shared colors, how colored markers are laid out relative to one another in the board, all helped tune the puzzles from not being outlandishly difficult or mundanely boring.
One thing I would say is that when there is a "done" or a "next" button, it took me a sec to see it as a button because the actual button color was too close to white on my monitor. So I thought it was a click anywhere kinda "done".
Webgames have really evolved far and away past what you may imagine them being able to support
This was actually my first entirely agent-coded, no code read game i made (in 20yrs of coding)
The timeline is here: https://wordminos.com/making-of/timeline.html
My main contributions were the polish, design, character, packaging ideas
- Adding a mascot(s) helped immensely for creating an identity / making it not another puzzler
- Tuning the puzzle generation constraints: how frequent 2-,3-,4-,5- size pieces are, how many shared colors, how colored markers are laid out relative to one another in the board, all helped tune the puzzles from not being outlandishly difficult or mundanely boring.