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Thank you to Andry Bethpalko for helping with some new features. 🙏

The game was always built with web tech but I only released it on Android and Windows at first. Now I’m trying out a web release with a new experiment in taking payment for the game. Basically I am making the first two levels totally free to play on the web and once you reach level three you can make a one-time payment to unlock the rest of the game. I’m excited to see whether this works out as a viable option for my web games.

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Updates based on player feedback:

💾 Game progress auto-saved.
🛠️ Fixed unwinnable level gen.
🍫 Added hunger indicator.
💯 Added high scores (tombstones).
🔊 Volume control for music & SFX.
📱 Mobile: fixed pixel UI issues.
📱 Mobile: fixed layout on tiny screens.
📱 Mobile: improved touch controls & UI scaling.
🔙 Support cross platform back button behaviour.
🔃 Ability to exit to the menu and resume.
❎ Dismiss messages by tapping.
⚒️ Many many bug fixes.

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✨ 🧑‍🚀 Hello! I'm super excited to announce the launch of my sci-fi roguelike game Asterogue for the web!

🎮 You can play it in your browser right now at asterogue.com

🤓 You can read the technical details about this new web release here: chr15m.itch.io/asterogue/devlo

Enjoy!

@Inextinguishable_Ravings @Neblib @Slyence @kemotep Wait, somehow it seems the level was re-rolled after my update even though I didn't change that code. My apologies!

@RoguleTips Oh whoops, I had no idea that would change the seed midway through the day. Sorry about that!

@Inextinguishable_Ravings @Neblib @Slyence @kemotep Just so you know, there was no change to Rogule's algorithms or RNG. The update was purely cosmetic. 😀 Feedback is always welcome!

Worklog: continued working on the Asterogue web release. Final build is shipped! Announcing soon.

@simon Ah yes of course you're right and those APIs could work without proxying. Have been following your extensive work with artifacts - very useful thanks!

@simon Thank you, I'll add that to my list. I've run into that myself too.

CORS is enforced by the user's browser based on headers from the destination server. So any replacement would need to proxy those requests to its own server rather than running them directly (a fundamental limitation faced by web frontends). I was hoping I could build something purely frontend like I did for makesprite.com but fixing that probably requires a backend.

@simon I'm maintaining a list of issues I've run into with Claude artifacts:

- Needs code editing. Frustrating to edit code via prompting.
- Doesn't know which cdnjs libraries/versions it has access to.
- Only has access to cdnjs.
- Have to manually copy-paste errors back in.
- Little context for errors.
- Can't upload .sqlite databases and use them in artifacts.

Do you have any others? I've been thinking about the feature set for an open alternative to artifacts.

Worklog: continued hacking on the new Asterogue release.

@jotaemei I find it very efficient to build with. It's easier to write bug-free code. The tradeoff is you really need to have your editor set up with a Clojure plugin, and learn a handful of new shortcuts, to get the full benefits of the language.

@jotaemei it is written in ClojureScript. The handles are the list of people following me which I also got from the API,. Will release the source code once it's ready.

My apologies if anybody was spammed with follow requests. I wrote a Mastodon API script which of course had bugs. 🤦‍♂️ Thank you for your patience.

Worklog: worked on Asterogue yesterday. 🧑‍🚀 Continued rebuilding the server side in ClojureScript to implement a way to buy the game.

@sidawson@mastodon.nz @dave thank you it was fun to hack together. 😁

Worklog: hacking on Asterogue today. Got the web version deployed online. Hopefully can re-launch this week. 🤞

@hyperlinkyourheart whoops, that should be fixed now, thanks. Weather data is from scraping Yahoo Weather. 🙈

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