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by memalign 19 days ago
Thanks for playing!

I spent several weeks worth of nights on this project and put a lot of thought into the experience, though I exclusively played it on touch devices.

I need to test the mouse user experience.

Precision matters less in this game than it may seem. It’s ok to spam clicks because there are no resource constraints. It might mess up the layout of the build you were planning, but it will not impact completing the story. In fact, I imagined this game as a sort of clicker game where the progression and scaling up matters more than precision.

1 comments

>I spent several weeks worth of nights on this project and put a lot of thought into the experience, though I exclusively played it on touch devices.

I really didn't play, I suffered. I got motion sickness.

The core of your game is clicking, and the default action is unusable on the main platform from which HN is browsed. I would contend that since you did not even once open it in a desktop web browser, you cannot claim to have thought about the experience.

"Works on my machine" is a failure response, and is typically unacceptable. Part of software engineering (really the core of all engineering) has long been to think deeply about where and how an output will be used and by whom.

In the 80s-90s that was making sure your software was portable to different processor architectures you might not use. Sparc, PowerPC, ARM, Itanium, x86, z80, 68K. Devs would have multiple PCs at their workstation for testing different machines. In the late 90s-early 00s, it was all about making sure your site worked across Opera, Netscape Navigator, Internet Explorer, Firefox, Amaya, Konqueror and Safari. Then once again with apps across phone operating systems.

Especially in the responsive web era since 2012, it has been vitally important to make sure your site works with both desktop and mobile web browsers.