39 comments

  • iceberger2001 2 days ago
    Hey HN, I built STARFLING, a simple hyper-casual space game you can play right in your browser.

    You orbit a star with a ball. Tap anywhere to release and sling it through space. Catch the next star to lock in orbit and keep going. Miss and it's game over.

    The whole thing is just one HTML file with vanilla JS, Canvas, and Web Audio. No frameworks, no build step. Loads in under 2 seconds on phone or desktop.

    There's a combo system if you release quick, a skip bonus for jumping over stars, and it gets harder the longer you last. When you die you get a cool trail art picture of your whole run that you can share.

    Audio is all generated on the fly and it has haptics too. Pretty satisfying once you get the timing down.

    Play it here: https://playstarfling.com?utm_source=hn&utm_medium=showhn

    Would love your thoughts on the feel, difficulty, and whether the trail art is fun or not.

    Thanks!

    • cheschire 32 minutes ago
      The "better than X%" of players seems way off. If I get zero, somehow still better than 32% of players? and 25 planets is >99% of players?

      The dotted line starting wide and slowly shrinking to the real orbit is a great touch. It makes the quick/fast/blazing/insane moves harder and more satisfying when they work. The angles encourage skips frequently enough to feel good.

      I think the only improvement I would make to the look is perhaps the background. I still think the cyberwave aesthetic works and isn't played out quite yet, especially on mobile. But maybe instead of a boring flat grid, some very faint parallax points moving across the background might work better to give the game a bit more depth.

      The pause->restart flow is way faster than clicking the restart button at the bottom of the screen. If your intent is to capture the end of every game to advertise the upcoming mobile game, then you might want to capture that method of restart as well.

      Great game, thanks!

    • bspammer 23 minutes ago
      This is a really nice little game. My feedback is that on mobile at least, the text that pops up often blocks vision of the ball, which is quite frustrating. I would move it down a bit
    • metalrain 59 minutes ago
      I noticed that gameplay speed depends on the window size. I'm assuming that larger canvas takes longer to render. It seems too fast at small window sizes and maybe too slow at 4K, not sure what is the intended speed.
    • jonwinstanley 2 hours ago
      Really like this game. A few bits of feedback:

      - Can you add a keyboard key that also launches, rather than always have to be a click - Can you make it so it restarts without having to click the play again button? Maybe use the same keyboard button as above? - When fail, why does the ship fall to the floor? Maybe a gentle curve away would be more "realistic" - Why is the bg squares? Maybe it should be more of a subtle space bg

      Thanks for making it!

    • tuyiown 1 hour ago
      It’s great but the animations when catching a new orbit (sparks and combo announcements) is making hard to follow the ball, I realized I missed many shots due to this after some games.
    • jonwinstanley 1 hour ago
      Oh, and it’s completely different on mobile. Game is slower and much easier to score well.

      My feedback above was on desktop.

  • cpcallen 2 hours ago
    I am completely confused about the orbital mechanics in this game. They seem completely broken; at any rate they do not work remotely like any other simulation I've played with (e.g. Gravitation or Kerbal Space Program). The bodies other than the first body appear to actively deflect the spacecraft away!
    • andai 2 hours ago
      You have elucidated a real gap in the marketplace: physically accurate mindless tapping orbital mechanics sandbox.
      • oezi 1 minute ago
        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/

      • wafflemaker 31 minutes ago
        Not really. Flight of Nova fills that gap, and I think I know how I'm going to spend this afternoon now.
    • wolframhempel 2 hours ago
      I don't think it has any expectation of being an astrophysics simulation. I mean, if the "spaceship" misses, it falls towards the "floor"...
  • muti 6 hours ago
    Fun. Not sure if this applies on desktop, but on mobile the quick/fast/blazing/skip text often blocks vision of the ball making it harder than it should be to make combos
    • tux3 1 hour ago
      Very much applies on desktop. The restart button is also strange on desktop, it plays animations instead of restarting. I recommend pressing pause and restarting from the pause menu, which is instant.
    • high_priest 3 hours ago
      Major problem
    • disillusioned 5 hours ago
      This precisely.
  • yuppiepuppie 4 hours ago
    This is good fun! I’ve added it to the HN Arcade :) https://hnarcade.com/games/games/starfling
  • Twirrim 5 hours ago
    Fun, but dark grey text on a dark background? Bit hard to read a bunch of the text.

    It also seems like there's gravity coming from off screen assets (or maybe it's the bottom of the screen?) causing the projectile to curve in unexpected ways, and not be captured as strongly by the gravity of the visible objects as I'd expect.

  • ericskiff 6 hours ago
    Fun, but the way they fly doesn't quite match my intuition. Why would an object curve when I send it out on the tangent? Wouldn't that be a straight line unless it's affected by a different gravity well?
    • lemagedurage 5 hours ago
      Yes, you have to imagine a much bigger star beneath the viewport.
    • kaffekaka 4 hours ago
      I imagine it as slingshotting my way up a tree.
  • rkagerer 1 hour ago
    Neat, and nice audio, but I wish it were a little more forgiving. Eg. Combos or surviving several jumps might collect "lives" that recover your last orbit if you screw up.

    Might also be fun if you encountered powerups as you explore deeper into the map (eg. gravity attraction, project path, etc), or even got to pick between forks in the route. The trail art reminds me of Out There.

  • hirako2000 47 minutes ago
    I don't get the gameplay.

    Ok on touch gravity of the orbiting takes off. And if I don't land the next I start again and get prompted for my email each time.

    It reminds me of certain games on NES which could be played for hours, once you lose your 3rd life you start all the way from the beginning.

    Here it's the same. With one life.

  • haarlemist 2 hours ago
    Looks and plays quite nicely. I don't know how well it represents the real slingshot physics, but it's quite fun.

    I've made a similar little web game based on Lunar Lander, check it out!

    https://landed.theelderscripts.com/

  • foresterre 4 hours ago
    Fun :)

    Small idea for improvement: the "fast" text is often over the same space as the ball, which makes it harder to see where the ball would be going.

  • RobotToaster 3 hours ago
    >single html file

    Looks at imports

    >Google Tag Manager

    -_-

  • systemsweird 4 hours ago
    Seriously fun! A first it felt frustrating but it was interesting that at a certain point (after about 10 minutes) I suddenly got an intuitive feel for the ball’s trajectory and it became addictive at that point.

    My only gripe is you render the bonus notification too near the ball and it distracts me and makes it harder to keep a combo going.

  • b3orn 2 hours ago
    Reminds me a little of an old game called Slingshot[0], I think it implemented the idea much better as you actually had to slingshot and consider gravity. Someone should turn it into a browser game, would be much more fun than this.

    [0] https://sourceforge.net/projects/slingshot-game/

  • NooneAtAll3 5 hours ago
    I don't see the "orbital" part. Ship flies in straight lines

    Doesn't seem that hard, just a boredom endurance

  • Uncorrelated 5 hours ago
    I got 54, allegedly better than 99% of players. But I also note that a score of zero is apparently better than 32% of players.

    Very fun.

    • falcor84 2 hours ago
      I actually love the idea of opening the game and then not playing resulting in a negative score. To quote Garfunkel & Oates, "It's better to be a loser than a spectator."
  • hamandcheese 4 hours ago
    Scoring 0, 1, 2, 3, or 4 all say better than 32% of players. Something isn't right.
    • swiftcoder 3 hours ago
      You have to get up to about 8 or 10 before you really start climbing the ranks
  • fathermarz 2 hours ago
    I love this and it’s very clean. Only piece of feedback, put the play again button where the scores are as that is where the thumb sits on the phone to do the tapping. Mind numbingly groovy
  • ewatch 3 hours ago
    Really nice and very fast becoming addicted :D. Feedback from my side:

    - on desktop (tested in Brave Browser) the speed is faster than on mobile (is this supposed to be ?)

    - on desktop would be nice to have a short cut to instantly start a new game (may be on mobile you could calculate early on if the balls curve would have a collision and show a button to directly restart)

  • modinfo 2 hours ago
    Cool game! I scored 7581 (120 stars) on STARFLING :P

    https://pod.sekor.eu.org/@modinfo/statuses/01KNXT3ZQDTHZBDYF...

  • vunderba 2 days ago
    Nice job. Consider allowing the use of a key (Z, spacebar, etc) in addition to the mouse.

    Related but I played a similar orbital minigame a while back on Itch.io which has a bit of a 2D Mario Galaxy feel to it as well.

    https://danceswithpixels.itch.io/orbital-slingshot

  • fifilura 2 hours ago
    Took a little bit of figuring out why I always exploded. The restart button was right where I tapped to launch.

    I loved the simplicity, it was fun!

  • panstromek 2 hours ago
    The game is pretty fun. Page height is a bit wrong on mobile, you probably need some dvh height?
    • panstromek 2 hours ago
      Also, the game is much faster on desktop, looks like it's maybe not framerate independent?
  • rikschennink 5 hours ago
    Nice, enjoyable.

    I did however expect the stars to attract my ship, that combined with the top down gravity vector made it less intuitive.

    It also makes it feel like a game happening in earths atmosphere instead of space, it impacts the possible sense of scale.

    Still fun :)

  • tuo-lei 4 hours ago
    The single HTML file as a distribution format is really underrated. No server, no CORS issues, no CDN — just open the file. It works offline, you can email it, and it'll still work in 10 years.

    I ship self-contained HTML files for a different project and the sneakiest gotcha is </ sequences inside inline <script> tags — the browser sees </ and tries to close the script tag prematurely. You have to escape them as <\/. Curious if the author ran into that one.

    Fun concept for the format too — games are the perfect use case.

    • cubefox 3 hours ago
      That's the silliest LLM comment I saw in a while.
  • est 3 hours ago
    hmm, it isn't strictly gravitational projectile movement isn't it?
  • JohnnyLarue 5 hours ago
    I have never been worse at a game than I am at this one
    • thenthenthen 2 hours ago
      Same! I suck at this! I noticed that clockwise slingshots seem harder to time for me than anti-clockwise ones… weird
  • rustyhancock 4 hours ago
    Love it, but bro you got to make the process of staying playing in the first 2 minutes simpler.

    Right now the first 5 or so times you miss. Probably the first 5 times you try.

    You get an annoying process of having to shift you hand to press the play again button.

    The solution is easy as checking what the game score and high score is, if it's 0 just restart.

    I don't need or want to hear about how to sign up to your mailing list if I've just fallen flat on my face!

    There's a reset button but it seems to do nothing and you end up at the play again screen.

  • kortex 3 hours ago
    Super fun! But the text does get in the way mid-combo.
  • dawie 2 hours ago
    Super cool, super addictive :-)
  • russellbeattie 4 hours ago
    The use of the Web Vibration API Navigator.vibrate() is well done! I haven't seen it used much, but it really adds to the game.

    (Apparently iOS still doesn't support it [1]? It's been in Chrome for the past 12 years. Maybe someday.)

    1. https://developer.mozilla.org/en-US/docs/Web/API/Vibration_A...

  • lagniappe 5 hours ago
    This thing is so fun. My best was 17, better than 94% :)
  • karim79 5 hours ago
    Brilliant game. Thank you so much for this.
  • potatoproduct 5 hours ago
    Good fun, my highest was 30, it took a while!
  • WhereIsTheTruth 2 hours ago
    When you go fast, the text in the center ruins visibility, hurts gameplay

    Good art style, terrible UX

    You didn't play the game you created

  • imiric 2 hours ago
    This is neat, but the tap to release controls are unintuitive for me. I much prefer the variant of this game that uses hold, drag and aim as input. This allows much greater control, is more engaging, and thus feels more rewarding and fun. Plus, there's no waiting period for the ball to circle back to where you want it to be.

    Tangentially, this is also why I dislike the modern trend of auto-shooters and idlers. The twin-stick shooter is by far the superior control scheme for this type of game, yet for some reason people enjoy having less control and engagement. I never got the appeal.

  • kokopelli 2 days ago
    This is great. Very addicting.
  • neuzhou 3 hours ago
    [dead]