Something needs to be done about the end game. Currently skill doesn't make a difference. It relies on the perfect storm of you absorbing a chain of increasingly large bubbles. In 6 attempts this didn't happen as I was surrounded by huge bubbles. 4 times I was reduced to like 4 pixels and had to work my way back up again.
Perhaps a bigger playing area. Make it full screen? Then have more bubbles of varying sizes. This would make it more difficult to get bigger and make the game longer as a result.
It would also be cool if a specific color bounced bubbles off it and couldn't be absorbed. The faster you go into it the faster you bounce off. This would make it a bit more difficult to navigate.
Like a simple, HTML5 Osmos. Not sure how Asteroids comes in. When you pass a certain threshold, the bubbles get suddenly & aggressively larger; is it actually possible to win?
Osmos also has a lot of different and interesting mechanics. For one thing, propelling yourself requires you to eject mass in the opposite direct, which also makes you smaller. There's also antimatter bubbles that you don't want to absorb, a gravity (orbit) mechanic, green "living" bubbles which compete with you for resources, etc.
It appears that the yellow killer bubble circumference is proportional to your size, its takeoff vector is the same as your own, and its velocity is a slight multiple of your own.
I think that this game is awesome. I just played about 100 games, compulsively. I think this could be a hit if it was properly polished.
1. I'd love to play this on an iPad using accelerometer controls.
2. For me, the jury is out on shooting the bubbles. I was having a blast before I even know that I could shoot, and I'm not sure that it added to the experience.
3. I found the game made me think in a vaguely philosophic way, like... what is this? Am I a cancer cell? Is it fair that I can think but everyone else is on a predetermined path? Am I just playing against myself? Is this a metaphor for expansion of corporate power? :)
To improve the endgame, I would introduce power-ups, like a pill that when 'swallowed' temporarily turns player's balloon into a triangle that could puncture large balloons into many small ones. Multiplayer with larger field and obstacles could be fun too.
some time ago i wanted to learn how to create a canvas games, so i started with http://www.html5rocks.com/en/tutorials/canvas/notearsgame/ and took it from there. now it's a little bit osmosis and asteroids, and it's unfinished and MIT. so please take it, fork it or just read the source. hope it's useful (and/or fun) for someone.
Just one comment, from what I've noticed(haven't checked the code to make sure), the size of spawned bubbles is a random function biased by your current size. While I think that's a good idea in general I think they should be overall smaller.
Right now, when you get to a certain size it just spawns 4~5 giant bubbles that fill almost all the screen and make it impossible to move without dying.
I know the game is unfinished, but it needs to be more "winnable" and less frustrating.
Even when I work my way up to the size of half-the-screen, I end up colliding with a bigger bubble outside the screen I never knew existed! So, it depends too much on luck for my taste, and it's incredibly frustrating to be sucked in by a bubble I can't even see.
I spent the first minute clicking around with the mouse until the attempt upon the arrow keys and finaly after the spacebar the asteriod aspect kicked in and a sence ahaaaa.
I shall play some more later, though the blobing of the asteroids/blobs could perhaps also merge colour palletes as well and in that also provide some subliminal education. Maybe even volumetricaly factor in the colour merging.
I might also add that it can be more fun to learn how to play the game than just reading a manual, so in that I like it even more.
Oh and the source, that there is how I'll learn coffeescript, thank you.
In Osmos (a similar game) the coloring of the bubbles makes it much easier to distinguish which bubbles are edible and which are dangerous. I think the this rendition could be improved by getting new colors, and maybe saving red for dangerous things, and not the player :)
I understand why this appeals to the HN crowd: it's a metaphor - the goal of the game is not to be the biggest around, but to survive the longest. Sometimes that means cutting loose and starting again - and just waiting for the biggest of the big to fall!
This is a really great metaphor for starting companies in winner take all markets.
It
Takes a combination of luck and skill
Speed through quick iteration to out maneuver and eventually devour the big guys
Frequent failures due to bad starting conditions
Partnering with the right people early on is vital
Later on you need your acquisitions to be large enough to move the needle
Sometimes there is really no way to oust the established player in a mature market from a small players perspective
I think maybe some signs of aging or negatory effects of size would be cool to add in.
in the player update function. (right after line 346 of bubbles.js)
Controls become a lot easier, but that's my personal preference. You can add the lines in the chrome source inspector, then ctrl+s to save. No need to refresh :)
Wow, does anyone else see the startup metaphor here?
You're a little guy, running around and grabbing all of the opportunity you can, making sure you don't run head first into the big guys.
Sometimes it's advantageous to shrink yourself. You're more agile and able to navigate between the big guys more deftly.
But in the end, the best strategy is to grow quickly, because as you grow, the amount of surface area and the amount of opportunity you have grows, creating a feedback loop of success.
You cannot possibly win. It's hard to move around with so much momentum. If you try to maneuver the sides to try to get the little circles, then you have a higher chance of hitting a big one because they absorb everything and anything. As you get bigger, the circles that spawn are bigger and just are absorbed by the huge pieces and increase exponentially before I can get any pieces.
The game is fun but is there any way to change the "units" of the change direction keys? Right now they seem to add up, i.e. two up strokes means speed increases by two points, but a more conventional manner would be better IMO. i.e. one up arrow moves ball in up direction. Like driving cars in games.
I didn't know it had a point at all besides surviving for as long as possible. I made my little 4 pixel bubble survive for almost ten minutes purely out of curiosity, to see just how massive this one bubble would get. Then I accidentally hit a blue one and, surprise, it makes me bigger.
Nice work, reminds me of that arcade game where you eat different types of fish. There's always that anticipation that what you're trying to eat will actually eat you.
I really like how you don't have to press anything to play again. It makes me keep playing.
Bubbles of the same size should bounce off each other.
This is an amazing combination of osmos with a bit of asteroids. The game play is excellent. I really hope this gets turned into a full game with levels.
canvas (well, it is a framework, a native in-browser pretty low-level framework, but it's a framework. other than that? no, i just followed the instructions in this tutorial http://www.html5rocks.com/en/tutorials/canvas/notearsgame/ and took it form there)
I think the ball needs a speed limit. I couldn't tell if there was one. I just held the up and left arrows at the same time and just kept holding. It felt like it would've went on forever had I not x'd out.
this is pretty cool, i actually built a similar game in flash a while back, the problem with the version i made (which you address here) is that it always ended up with my dot and one big ass dot. hence allowing me to win or lose very easily. with your version you not only spawn circles based on your size, but you also include shooting. nice work!
i think if you modify the shooting mechanic to work with the mouse, it would make the game a bit easier to control.
Looks like the trick is to use the yellow killer bubbles to control the aggressive bubbles before they eat everything & get too big to navigate around.
Perhaps a bigger playing area. Make it full screen? Then have more bubbles of varying sizes. This would make it more difficult to get bigger and make the game longer as a result.
It would also be cool if a specific color bounced bubbles off it and couldn't be absorbed. The faster you go into it the faster you bounce off. This would make it a bit more difficult to navigate.