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by alnis 1137 days ago
Thank you so much for the feedback! Unfortunately I screwed up the Discord link in the post – it's http://discord.wordbots.io/ , not https:// – but it was too late to modify the HN post after I noticed that.

Glad that you and your son have had fun playing it! He's definitely made the most cards in Wordbots of any user so far, so that's pretty cool :-)

I'll respond to each issue in turn:

Re: decks and card rarity – I hadn't thought of this when implementing card rarities (which right now take effect only in draft mode), but it's a good idea. I'll make an issue for it.

Re: state desync – I've never noticed this issue in testing, but I will admit that the multiplayer code is pretty sloppy (this part isn't exactly my strong suit). In theory the game should be fully deterministic (and the RNG is seeded identically for both players and the server), but it's possible that either a socket message got lost somewhere or there's some nondeterminism in some card behavior that I neglected to notice. If you encounter this again, please let me know what happened right before the desync – it'll help us narrow down the issue. And hashing the state and checking it periodically seems like a good measure to take for now; I'll make an issue for it.

Re: End Turn button unresponsive – This is a bug we've had in the past, and it was caused by an error occurring during combat, resulting in the game state thinking that an attack animation was still happening (so the turn couldn't end yet). I'm pretty sure that it's fixed now, but if you encounter it again, check the game debug log and JS console to see if anything weird happened right before.

Re: card draw trigger – Oops, this looks like an issue with how `afterCardDraw` is being triggered, should be an easy fix on my end. I'll take a look.

Re: Activate popover – Yeah, this is feedback we've gotten in the past, and we're looking into what a better UX for object activation could look like.