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guigui · 2 years ago
Author here, not sure why this is posted today as this project is from 2015, but feel free check out our latest WebGL project if you liked Keep Out: https://equinox.space

EDIT: thanks for all the great feedback!

FrustratedMonky · 2 years ago
I think it is because Equinox Space was posted last week and made a good splash, lot of people liked it, so someone must have explored your past stuff and found this from 2015.

I did like equinox space a lot.

guigui · 2 years ago
Makes sense!
KingOfCoders · 2 years ago
If this is from 2015, any plans to open source?
guigui · 2 years ago
Not at the moment, but thanks for your interest.
demondemidi · 2 years ago
Started playing equinox but constantly find myself face first against a wall and struggling to turn around and get a good view. Nav is dizzying. But I love the rendering and audio.
guigui · 2 years ago
Sorry to hear that! There are multiple control modes so I assume you're either using the mobile version or the desktop in casual mode. We've tried our best making the experience as easy to use as possible for a variety of user profiles, but it's not perfect. FWIW, the touch and mouse-only controls are similar to Google Street View.
Intox · 2 years ago
Really cool experience, sharing it around! Would you care to share the game's music somewhere? Really hits me, i'd like to put theses in my playlists
guigui · 2 years ago
Thanks! Yes, we plan to release the soundtrack (which we produced in-house) in the future.
maxlin · 2 years ago
Saw the dungeon one back then, but played it "through" now (level 12, supposed it doesn't end).

Also played thru equinox. Nice. Tight packages both!

guigui · 2 years ago
It does end at level 15.

Congrats on finishing Equinox!

febed · 2 years ago
I loved equinox, are there plans for more levels? btw, I couldn’t play Keep Out on iPad. I guess it assumes that a keyboard is available
guigui · 2 years ago
Thanks, there are no such plans at the moment.

Yes, we relied on UA-based mobile detection which worked back then but a few years ago Apple stopped treating iPadOS as mobile, and we never patched this.

huhtenberg · 2 years ago
Are there any secrets?
guigui · 2 years ago
Unfortunately no! We did want to add secret stuff like hidden doors or fake walls back then, but we had to keep scope under control since that was only a promotional demo for our studio.

Edit: not sure if you're talking about Equinox or Keep out. But my answer is true for both projects. ;)

zamadatix · 2 years ago
For Chromium based browsers you can use getLayoutMap() instead of prompting the user and then rely on the manual fallback for Safari/Firefox/Other unsupported browsers. In either case, detecting/asking for the layout makes sense for displaying the controls graphics but you should still ultimately use the keycodes for positional keys in the actual code so someone on the misdetected or on an unlisted layout can still use the positional keys as expected.
mkl · 2 years ago
This API doesn't know what my keyboard layout is, and there's no way it possibly could; it's in the keyboard's firmware, not software.

Better than a fallible API that didn't exist when this was made, or a way-too-limited layout choice, would be to make it work well with arrow keys and mouse (arrows already do the basic movement), or to make the 6-key instruction screen configurable.

zamadatix · 2 years ago
Adding configurability is a good additional option (even outside the layout detection) but because people like different layouts not because a few HN style folks break OS detection via custom firmware. It's certainly not a reasonable cause to redesign your control scheme around the limitation either. Something of 10%+ of internet users don't use qwerty, something of 0.01% set their layout via the keyboard's firmware.

Good note on the game being released ~2015 though, the API wasn't added until ~2018.

sho_hn · 2 years ago
WebGL for games is so awesome for low-friction deployment.

As a rainy weekend hack I did a quick and dirty port of a fan decompile of the original Tomb Raider to WASM/WebGL a few weeks ago:

https://eikehein.com/stuff/sabatu/ (this uses alternative fan assets inspired by TR1)

The TR community has a couple of websites hosting lots of great fan levels, I'm hoping to make this good enough to allow playing them straight from the browser at some point.

tzot · 2 years ago
So, arrow keys, SPACE un/holsters weapons, End flip 180°, Del/PgDn for strafe left/right. How do you fire the weapons?
sho_hn · 2 years ago
ESC to go to the menu and see (and change) the controls mapping actually works!
spxneo · 2 years ago
holy crap! how was this built hope to see some code
Tokkemon · 2 years ago
This is super cool and it's great! I enjoyed my brief try in the browser.

Couple feedback points: I really hate the health system. I wish it was clearer how much health the potion recovered. I'd almost have it more like a traditional unit-like health bar and the potions recover one unit. Also having the R key so close to the movement keys made me press it in a panic several times when trying to move away. ALso allowing you to use a potion when your health is full feels really cheap. Also what about purchasing such items in the store after each level?

I never really got used to the strict 90 degrees movement and my fingers constantly got confused between strafe and turn. But I'm sure I'd get used to it in time. I'm more used to the FPS movement when this is more of an arcade-style setup.

For the map, I'd recommend holding the TAB key to show it, so it's just for quick glances.

Would have appreciated a little more variety in the props, though I only played to level 8, so I'm sure more gets introduced. There were new enemy types all the time which was nice.

blagie · 2 years ago
FWIW: I also enjoyed the game. I also got confused between strafe and turn, and often did things like bombs by accident.

My additional feedback:

* I got to level 13 or 14, and then got bored. There was no way to save, and it wasn't clear if it went on. Does it repeat forever? Is there an end.

* What would also be helpful is to understand the purpose. This type of game is the type of game I often see developed as a kids' project, where in a camp or similar, a senior developer sets up an API designed to make it easy, generates all the artwork, and then kids code the high-level logic. If it were open-source, perhaps it'd be that? Perhaps it's intended to be commercialized with more development (that'd be tough with a million similar apps)? Perhaps it's intended as publicity for the coding shop? That would be helpful to understand too when looking for feedback or when visiting.

brushfoot · 2 years ago
Re. level, it ends after 15. There's a "the end" screen with a floating trophy.

I agree that it starts to feel repetitive around 13 or 14. For me the turning point was the wand, which feels a bit overpowered and like it needs a cooldown as has been pointed out. An improvement might be having bombs and arrows in the store so you can do something with the gold you keep amassing.

hoten · 2 years ago
It actually saves automatically. Refresh and you'll see a continue button. It would have been nice if this was more clear.
jamilton · 2 years ago
I like the map being a toggle, because I could navigate by looking at the map while I move around (helps with that confusion). The 3d view is needed to see items, pots, and enemies, and that's fine, but ideally those would show on the map too.
kibwen · 2 years ago
If this style of game is up your alley but you're looking for a more complete experience, then the Legend Of Grimrock series is what you're looking for: https://store.steampowered.com/sub/49358/
debo_ · 2 years ago
Potato Flowers in Full Bloom is a recent indie turn-based dungeon crawler and it's really, really great.

https://store.steampowered.com/app/1601280/Potato_Flowers_in...

emmanueloga_ · 2 years ago
The genre is called "first person dangeon crawler"

https://dungeoncrawlers.org/

thaumasiotes · 2 years ago
Actually the genre is called dungeon blobber.

Dungeon crawler is a much wider field than blobber is.

keyle · 2 years ago
The mechanics is quite different here. I believe Grimrock is "I move, you move" movement mechanics, and in this, the enemies moved in real time. Subtle but completely different gameplay as a result.
kibwen · 2 years ago
This is mistaken, Grimrock is realtime. I just booted it up to confirm; I don't even see an option for a turn-based mode, which would be handy, because the game is quite challenging and without deft and constant repositioning you'll quickly become spider food. :)
thaumasiotes · 2 years ago
> I believe Grimrock is "I move, you move" movement mechanics

But it isn't.

> Subtle but completely different gameplay as a result.

It's difficult to identify "results" of circumstances that aren't true.

parasti · 2 years ago
These are commonly referred to as "turn-based" (like chess).
TheGRS · 2 years ago
Reminded me of Grimrock too, but if you also like this I'd recommend a game called Barony. Great multiplayer RPG romp that has a lot of depth and secrets to discover. Also procedurally generated.
hu3 · 2 years ago
More info here: https://www.littleworkshop.fr/projects/keepout/

It uses Three.js.

keyle · 2 years ago
Most things from that website have been linked on HN in the last few days. They clearly do great, inspiring work.
tarruda · 2 years ago
Is the source code available somewhere?
lovegrenoble · 2 years ago
Wonderful graphics, but I rather like browser puzzle games (while half-listening to a Zoom meeting) like this one: https://slices.ovh

Dead Comment

trothamel · 2 years ago
I'm not as huge fan of the controls. I have five fingers on my left hand, and there are six buttons there, so I'm constantly moving them around, while my right hand doesn't do much. Maybe figure out a way to use both hands?
kipple · 2 years ago
+1, arrow keys for turning pls
mkl · 2 years ago
They already do that.
SpaceElephant · 2 years ago
The controls are indeed clunky, but also the reason why this game became an instant hit with my six year old! Simple to explain, simple to operate!
squigz · 2 years ago
I don't think you're ever expected to hit all 6 keys at once?
dylan604 · 2 years ago
aren't these pretty stock keys for game play? i'm not a heavy gamer by any stretch of the imagination, but these controls are very familiar to me from the few games i have played