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Comment by TeMPOraL

5 days ago

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

  • the main problem is that the projectile can continue flying outside of the visible area and sometimes get stuck there without ending the level. some option to abort the level without restarting would be nice.

    or a way to zoom out so that one can try a trajectory that circles around the planets instead of through them. some levels can't be solved because i can't move the mouse outside of the playing area in order to get the trajectory that's needed.

    i'd also like an option to replay a specific level. since levels are randomly generated i'd like to be able to replay a level until i can solve it, even if that breaks my streak.

    • Thanks for the feedback!

      Given how easy the port is, I'm now inclined to fix a few things to make it properly playable, so I'll address it :).

      I agree, the moment I launched the ported version I remembered the core annoyance in playtesting was always the ball spending most of its time off-screen, with player waiting for it to maybe come back. I was thinking to solve it more by scaling - zooming out, like in the original game that inspired this - Warheads SE[0].

      On the levels, looking at the code I _think_ I originally wanted fixed levels loaded from data files, the randomized order and lack of replay/progression was a way to cut scope for what was a contest entry.

      --

      [0] - https://www.myabandonware.com/game/warheads-se-in5

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