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by hcs at 5:31 AM EDT on September 9, 2017
Oh neat, someone wrote up PrograMaze back when it was just PuzzleScript.

Random JS game of the day is Jetpack Joyride or similar mashed up with moving around a maze: Feat!

edited 12:41 AM EDT September 10, 2017
by marcusss at 1:07 AM EDT on September 10, 2017
Pretty cool. It took me a bit to.figure out you can double jump hold etc.which makes moving around so much easier;)

edited 1:07 AM EDT September 10, 2017
by Mouser X at 1:38 AM EDT on September 10, 2017
Wow. It took me a minute to figure out what the "goal" was. My thought process was as follows:

"What's going on?"
"Why aren't I dying/getting a game over? I haven't done anything."
"Am I supposed to catch/hit all those arrows?"
Oh, look! The blue box moved. Huh, why did it do that?"
OH! When an arrow hits the red circle, the blue box moves. How do I move the circle?"
"Spacebar. Ha, look at that. Now that I can collect arrows, what do I do next?"
"Wait a minute. There's a yellow box as well. I wonder if that's the 'goal' here?"
"Wow, this is annoying, hitting all these arrows. I can certainly see how some people could enjoy this (flappy bird comes to mind. I couldn't stand that game, and yet, somehow, it was a huge hit)."
"So, when I hit the yellow box, with the blue box, using a rather awkward control scheme (which I'm sure is the point. Obviously an easy game isn't fun either), the yellow box moves. Well, it is a 'proof of concept' type of game, after all. Even Tetris didn't have a 'point (literally. No point system was in place)' on its first go-through (the programmer almost didn't finish the game, he was having so much fun)."

Fun idea, for some. I'd grow tired of it far too quickly (my 5ish minutes was enough for me). Though, it *was* fun to discover how it all worked. I had a lot more fun figuring out how to play the game, than I did actually playing it. It reminds me of my first time playing MineCraft. I had a lot of fun figuring out how to play the "game". It was the discovery that drew me in. It was the exploration of the MineCraft world (again, a different kind of discovery) that kept me coming back. Until my PC couldn't download the game anymore (and my internet connection [aka - unsecured neighbor] moved away :( ).

Not for me (since I don't enjoy the control scheme, which as I said, I think the control scheme is the point), but if you could figure out how to keep the background grid stationary, I think that'd help others keep track of what they're doing easier. Nonetheless, nice idea, for those who enjoy this kind of thing. Mouser X over and out.
by hcs at 2:01 AM EDT on September 10, 2017
Thanks for checking it out, guys. I've had a few complaints about the background moving now, so maybe that has to go. As for score, maybe, but if you're not just enjoying playing it I don't think it'll make much difference. Should time be a factor?
by Mouser X at 3:58 AM EDT on September 10, 2017
TL;DR version - I doubt you'll get anything else useful out of me. I don't like the control scheme. I realize that's just part of the game.

The long version essentially details a different game. The more I thought about what I'd do to fix the stuff I don't like, the more I realized my changes make it a different game altogether. For example, If I were designing it, I'd use a joystick, or some other pressure sensitive control method, to allow for "hovering." The "on/rise" or "off/fall", with no "hold/hover" is what gets me. I might try using the numpad, or any 2-key combo, really, where 8 is "on", 5 is "hover at current position," and no buttons/keys pressed is "off" (a PC mouse might function the same way). I'd have to test it, of course, but I don't see an easy way to implement a control scheme that doesn't frustrate me, using only on/off buttons (aka, most touch screens, and keyboards). Even if you had an analog button (Gamecube L/R, or Xbox L/R buttons), that would probably work. I've heard there's pressure sensitive touch screens, but I haven't encountered one myself (or, none of the apps available to me took advantage of it).

As I continued to think about it, I tried imagine what that might be like (a two-button control method), and tried to compare it to other games I've played and enjoyed. Asteroids came to mind (it has one button for thrust, as does "Feat!"), followed by Gradius, or Rygar. When I thought of Gradius, I realized this game is very similar to Gradius, but on a planet, where you have to deal with gravity always pulling you down (I have no recollection of Gradius ever having a gravity effect). When I thought of it that way, I imagined flying a ship (airplane, in this instance) where you always had to be pulling up, to fight gravity's pull. Which lead to me thinking, "What if, with the mouse (two button combo), one button(thrust)==one gravity, and two buttons(thrusts)==2 gravity, thus making you rise?" The more I thought about it, the more the idea intrigued me, until I realized that, at that point, it's a different game from both "Feat!" and Gradius.

LIke I said, regarding your game, I doubt I can offer much to make it fun for me.

Really, I just don't think "Feat!" uses my kind of control method. Obviously, there's people out there who like it. I'm just not one of them. On that note, I'm excited for the Switch (I'm buying one for myself for Christmas), where you *do* have pressure-controls available to you (at least, through the joysticks). Please understand, I think your game "Feat!" is a novel, creative idea. I just don't have fun with that type of control. And, while my 2-button idea intrigues me, I'm still not 100% on whether I'd actually enjoy it. But the longer I think about it, the more interested I get. Hmmm....

Also, I played your "PrograMaze" (I think that was the name). It was a lot of fun! I got to the final phase, when I had to stop. It was hurting my head too much, and I needed to go to bed (I still haven't gone to bed, but without such taxing thoughts on my brain, my headache has gone down. I really do need to get to bed though). I really like the idea of PrograMaze. I might try it again, when I've had a good night's sleep. Mouser X over and out.
by hcs at 9:05 PM EDT on September 10, 2017
I've updated Feat! with "real" "mazes" and a somewhat slower pace.

Still won't make Mouser happy, though :)

Updated with a new scoring system, makes things a little more exciting, though there's still no game over.

edited 1:55 AM EDT September 11, 2017
by Mouser X at 5:14 AM EDT on September 12, 2017
In keeping with the current topic, I got a score of 2644 in Feat! before I stopped. Though, I didn't time it, so I don't know how that compares to other's records. So, congratulations HCS, even with a "dubious" (to me, specifically) control scheme, adding mazes (and even the score keeper [though adding a "level counter" or a "time" or something]) helped. I still enjoyed PrograMaze more though. ;)

That said, I found that there's a group of people that are attempting to create an "update system" (of sorts) that uses Winamp 5.666 as its base I wanted to sign up on their forums (to help with beta testing), but I discovered that I can only login to my hotmail email account, and not my Yahoo account.... When I try to login, it asks for my login name (hit enter), then a password (hit enter), then it says it needs to secure my account. At that point it loops back to the login name. If I click "trouble logging in", it just keeps reloading the page. And it does this on my PC and tablet. :( I mention it here, because that's how I've been spending at least 30 min., though likely more.... Mouser X over and out.
by hcs at 8:20 PM EDT on October 8, 2017
This might be a game one day, shuffle, you pull cards from the pile in the lower right and connect them up to form concatenative programs. Connection is automatic when you put a card below another.

edited 8:21 PM EDT October 8, 2017
by hcs at 7:56 PM EDT on October 10, 2017
Just an update on shuffle, it's a fully-fledged puzzle game now, though with only 5 levels (0 through 4).

Best on touch screens, though playable with mouse.

edited 7:57 PM EDT October 10, 2017

Two more intermediate levels to hopefully set up the last one better, last is now lev 6.

edited 8:53 PM EDT October 10, 2017
by hcs at 2:49 AM EDT on October 12, 2017
stack puzzle, shuffle reformulated with puzzle pieces to maybe make the behavior of the stack clearer and visually prevent underflow

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