Thx. I am working on an new version that also runs in Firefox. The rendering engine of Firefox has severe perfomance issues with large canvas elements. I didnt know that before :-)
DerBenniBanni
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OH! Nice, a programming-game! Thats a perfect interpretation of the theme.Had quite some fun with it.
It took me a while (and countless workpieced, hehe) until i understood what to do with the first job, but then i finally managed to cut the 10x10 square withe the 4x4 sqare hole in its center.
# outer cut
G X10 Y0
C Y10
C X0
# inner cut
G X3 Y3
C X6
C Y6
C X3
C Y3
Had fun with the game, some audio would be cool. And some impact of buying workpieces / selling finished jobs ;-)
The rythm gameplay in combination with the steps-programming and the fact that you have to time it correctly, paired with the visuals, and soundscape and the controls, and the visual juice everywhere... is... well... "perfect" seems to be a not strong enough word for it...
Masterpiece? Yes. It's a masterpiece. My absolute favorite in this jam so far.
That was fun! The cute style is perfect! Great Game!
Some suggestions:
- make the foreward movement not instant, but accelerate/decelerate, that would make it more "fluid"
- add Sound-FX for engines, shooting, hitting (maybe no "boom" but a comic style "boing" ;-) )
- some visuals for the "hit"-events, like smoke, or stars (as the hits are not terminal)
Some further suggestions:
- local multiplayer for one tank: one player is the driver, the other one operates the cannon - in splitscreen
Thats a unique kind of experience, indeed. The heartbeat minigame was easy - once i understood it. The UI (popups, minigame, hints) surely are work-in-progress, i guess? The very first animation of the wolf looks very promising.
I have the feeling, there hides a whole world of stories in the conversastion-machine.
Great entry, i love the parallax-scrolling, the fact that you can build your own zombie-punisher, the variety of possible level-solutions is also neat.
One thing: scroll the build-area into view when starting the level. I got many "Machine must be placed in the build area"-errors on my first try, until i zoomed around and found the green area :D
Thx, for your flattering review!
I totally agree with the missing SFX, and i planned to add it using WebAudio and a modulated Oscillator for the engine-sounds, but ran out of time. (And space, haha)
I did not catch the missing spaces, but now as you mention it... The spaces are missing around the <B> Tags... This must be the result from the minification-process, haha
I was confused in the first try, had no clue what i was doing... Later i found out about the gameplay-routine.
Nice crafting-game. Maybe it would be nice to see what the customer wants to buy, after it as mentioned once. I accidentally double-clicked, and never found out again, what I should produce ;-)
Cool story, also a good base for a resource management game. It would be nice to see how much resources the build-buttons will cost. And somehow its not obvious, why it takes the new robots (had 3 of them) ages longer to gather resources, than the first one...
However: good start of an interesting game-type!
Nice graphics! Sadly I never found someone to play with, but training-mode is fun too.
The controls could use a bit of work to make it feel more responsive. And I'd suggest, that the camera is not 100% fixed behind the car. It should instead follow the car, so, when it is turning, the camera would show the car still from behind, but slightly form the side too. That would make it more dynamic.
I like the SPIN on the clicker genre (hehe,wink-wink)
Somehow the progression feels too slow here. But the steam-machine works "in the background" as i re-visited the game after some hours, my gold storage was filled.
I'll be back to spin some more (and hopefully there are more different upgrades, not only the steam engine....
Thx.
I found out why firefox has 1fps!
The game uses two 8000x8000 pixel OffscreenCanvases, one for the background and one for the racetracks (and the skidmarks) from which I draw the cameraview to the main canvas.
The gecko-engine from Firefox sadly has performance issues when using big canvases, i found this explanation: "Firefox often experiences performance issues with large HTML5 canvases (e.g., 10000x10000 pixels) compared to Chromium-based browsers, often suffering from low FPS and high CPU usage. This is largely due to Firefox's rendering engine (Gecko) copying the entire surface to a backbuffer upon updates, which becomes costly at high resolutions."
I tried it with a much smaller OffscreenCanvas (1000x1000px) and it was almost as fast as in Chrome. I will try to fix this in a post-jam version, likely using multiple smaller background-canvases instead of huge ones.





