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Comment by TeMPOraL

2 days ago

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

    • i love the improvements. thank you. the way zoom out works is really nice. retry and abort, all there. being able to retry after failing adds so much satisfaction to figuring out a level.

      the only thing missing is a manual zoom or pan so that i an get more freedom to control the starting direction. some level are not solvable because the starting vector needs to go further up than the space allows.