But I'm curious about plans for your next project. The biggest obstacle for us in using HTML5 has been the player perception of web games being for free games that are built around grinding.įirstly, what you've achieved is really impressive so props for that. Using modern JS instead of Coffeescriptįor our next project we're considering switching to Unity since 90% of our distribution happens through Steam and 3d engines like Unity and Unreal are imho way more mature than HTML5 engines at the moment. The project started as a hobby project in 2012, so there are some technical decisions which I would approach differently now: Generally we're obviously very happy with the success considering that 95% of the content was created by two persons. The regular price is around 15$ on Steam. We ship the game on Steam via Electron and the greenworks Steam integration. Rendering is based on a simple canvas tag and 2d context draw calls. Yeah sure, I also want to do a blog post about it in the future, but I thought it would be nice to link to playable build for this submission directly. The technology is becoming less and less a factor, and the ideas and execution more and more so. I'm continually impressed with Rezoner's games like wilds.io and wanderers.io, Ansimuz's Elliot Quest was a great game, Play Keepout ( ) is a fun dungeon crawler from the team that make the multiplayer Browser Quest game for Mozilla, and Jandisoft's upcoming MMO looks pretty amazing (it's built on Pixi.js I believe) A game like Game Dev Tycoon can be a great game about game making, and secretly written in JavaScript. There are heaps of them on steam now, and usually the creators don't even mention HTML5: partly because it's seen as a terrible choice in the gamedev world, but mostly (I hope) because it doesn't matter any more. My favorite aspect is that it's no longer even very notable when a game IS a HTML5 game. I really love Curious Expedition - and I am also a huge fan of making JavaScript/web games.
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