60 points | by JSLegendDev4 hours ago
Game was made by Misanthrope. His twitter can be found here : https://x.com/petergencur
You can press R to reset the level. And L to load the latest autosave. I didn't expect game to be shared this early so there is missing info about these controls :). (Also, touch users would be out of luck in this one, sorry..)
Btw, there are just 5 levels so far (original has 60).
Hoping this is an implementation detail and not something inherent to the Kaplay engine.
Cave Story is not a simple or easy platformer and clearly not designed with touch controls in mind, but I've been able to finish the game with touch controls alone.
I'm also toying with the idea of zooming it in with a follow cam, but I'm getting much ahead of myself now. :)
I briefly flipped through the docs - it seems like Kaplay shares a lot in common with PhaserJS. I'd be interested in a comparison between the two frameworks.
It's not a direct comparison with Phaser but I think it could give you a clear picture of where Kaplay stands and what it offers compared to Phaser.
Link here : https://www.youtube.com/watch?v=o8a6jXRnYfc
With WebAssembly you'll get native builds as well as web builds, higher performance, and you're not restricted in the language you use.
If KAPLAY existed as a WASM runtime or in another language, I would use it.
I've never beaten it! I'm not even sure if I've watched a video of the game being beaten.
https://www.maizure.org/projects/lets-make-dangerous-dave/in...
https://github.com/MaiZure/lmdave
Deadly Dave, based on MaiZure's remake:
https://github.com/skoperst/deadly-dave
Another one compiled to WebAssembly:
In the original, hitboxes were of tile size (16x16). It made the game much harder to play, especially nowadays when even knowing this fact, it felt very unfair or deceiving at times. There are many quirks that were happening in the background because of it and it was fun remaking that.
Although, this change is one of those that are meant to refresh it and bring closer to today's standards.
I touch and drag right to move to the right, but I find the character sometimes starts to move to the left simply because my thumb jitters naturally, even though I'm still holding to the right of first press.
I also find it hard to anticipate if my taps are going to jump or throw a spear.
Awesome job!! I remember when HTML5 was first pushed as the replacement for flash based webapps, the input latency was always terrible and I mourned the death of Flash. I'm glad that this seems to be a mostly solved issue, most of the recent web games I've tried have felt as good as native or flash.
Jump is a single tap or tap and hold for continuous jump until direction changed (translated to some point from original). Spear is a double tap (which means jump is slightly delayed and double has to be quick). Yeah, it is not optimal setup, check other comments about this topic. :)
And thank you very much for your words! I feel you with Flash vs HTML5 Canvas debacle, heh.