Comment by andai
7 hours ago
You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.
7 hours ago
You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.
19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox.
20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun.
20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!).
https://coezbek.github.io/orbital-tap/
Unfortunately it doesn't let you skip planets.
I tried it, but it doesn't make for good gameplay, it just gets too easy. Could maybe subtract points, but that also feels strange. I updated gravity to do things, but orbiting isn't permitted.
1 reply →
I like this version of the game more, keep at it!
It's still pretty far physically accurate because there is infinite acceleration the moment a ship reaches the target orbit.
That sounds like it would be a completely different game and probably not as fun since you'd have to use some very fiddly controls to manually get into orbit. If you eliminate orbit entirely then it's just a slalom race. "Hitting" each star/planet is the immediate feedback that makes it fun.
True. Hard to square it being a game, fast-spaced and accurate.
This version is better than OP’s
There's a 2014 game that is just that. Lim Rocket: slingshot around planets while also avoiding crashing.
https://dan-ball.jp/en/m/pc_lim/
It's a gap, but not due to lack of trying.
I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.
Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...
Wonder if I can turn this into browser-playable version with just LLMs.
EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).
EDIT2: Holy shit it worked. Will upload it somewhere soon.
EDIT3: Here it is, in its full 800x600, 30 FPS cap glory: https://temporal.github.io/ClozeCall-Web/
The process I used was, have CC run over the original sources and create this document:
https://github.com/TeMPOraL/ClozeCall-Web/blob/main/design.m...
Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.
Past my edit window, so - a modernized port true to the spirit, but with some QoL updates, more performant and works half-decently on mobile:
https://temporal.github.io/ClozeCall-Web/index-ng.html
Not really. Flight of Nova fills that gap, and I think I know how I'm going to spend this afternoon now.