On the default white background, the control buttons (move, rotate, roll...) look disabled to me.
HN user
guigui
Creative Developer at Little Workshop twitter: @glecollinet
The design changes showcased in the video are definitely a welcome improvement. As someone who owns both a Steam Deck and an OLED Switch, I find the Switch to be a bit too small for my hands, while the Steam Deck feels slightly large and bulky. Could the Switch 2 strike the perfect balance between the two?
Well done! I could spend a long time on this.
One minor suggestion: you should make the labels clickable instead of just the planets/stars. I found it difficult to click on a tiny pixel on screen.
We’re very grateful for the opportunity to create this experience! Huge thanks to you and the Netlify team for supporting innovative campaigns like this one.
Thank you! As an azerty user, I know the pain of using websites that are only designed for US keyboards.
If anyone's wondering, the getLayoutMap method from the Keyboard API is what we're using to handle international keyboard layouts.
https://developer.mozilla.org/en-US/docs/Web/API/Keyboard/ge...
Physics collision bugs are more likely to occur during frame rate drops. We’ve tried to address this by implementing an auto-respawn mechanism to handle cases where the ball gets stuck inside a collider, but it seems this sometimes fails. Anyway, thank you for playing!
The issue with using the gyroscope is that the Device Orientation API requires websites to request user permission first (at least on iOS Safari), which we feared might drive away too many visitors.
Thanks. The WebGL rendering is based on Three.js. We're using Rapier for the physics simulation, and Howler for the audio. Our game engine is responsible for all the controls and updating things like the camera position (which follows the position of the ball at every frame).
Thank you for the kind words. We’re glad you enjoy our work!
We’d love to create a longer game someday, but making a living as a small indie studio in the gaming world is definitely challenging. Never say never, though!
Thank you! The entire soundtrack was composed by this artist: https://www.pond5.com/artist/avifauna
Besides people from the Netlify team who helped write the content and worked on some back-end aspects, the design and development of the game took around 8 weeks for a team of two.
Actually, we used a recording of a basketball for the sound of the marble bouncing. It wasn’t our original intention, as we initially imagined the ball to have more of a metallic quality. However, the rubbery effect kinda works, I guess. :)
We tried to implement a workaround for that [1], but for some reason it still shows up from time to time. I really wish iOS Safari gave developers a way to disable these gestures!
[1] https://discourse.threejs.org/t/iphone-how-to-remove-text-se...
Thank you. The physics engine we're using (Rapier) really does most of the work to make the spin of the marble look realistic. But we spent quite some time tweaking the controls to make them as enjoyable as we could.
Thanks for playing! Glad you enjoyed it.
That's weird, the desktop controls are supposed to work regardless of your keyboard layout. Are you able to play with your arrow keys (which are also supported)?
Thanks! Agreed that the mobile experience can sometimes be a little difficult compared to the desktop version. It was hard to get right, and we may have set the ball speed a bit too high.
Our studio is called Little Workshop. You can find more info about us here: https://www.littleworkshop.fr
We use the CSS3DRenderer from Three.js which automatically applies CSS transforms to DOM elements.
More info here: https://threejs.org/docs/index.html?q=css3D#examples/en/rend...
And some code samples from the Three.js website: https://threejs.org/examples/?q=CSS3D#css3d_periodictable https://threejs.org/examples/?q=CSS3D#css3d_molecules
No plans to open-source at the moment, but we intend to share some behind-the-scenes info in the future.
Thanks for playing. Actually, your time is displayed once you finish the experience (there are 5 levels in total).
During the project, we discussed adding a speed-run mode but ultimately had to drop this feature due to time constraints. However, we intentionally included some shortcuts in the level design with that intent in mind.
I'm one of the developers who worked on this project. Happy to answer any questions.
More info on the project here: https://www.littleworkshop.fr/projects/5milliondevs/
Sorry to hear that! There are multiple control modes so I assume you're either using the mobile version or the desktop in casual mode. We've tried our best making the experience as easy to use as possible for a variety of user profiles, but it's not perfect. FWIW, the touch and mouse-only controls are similar to Google Street View.
Thanks, there are no such plans at the moment.
Yes, we relied on UA-based mobile detection which worked back then but a few years ago Apple stopped treating iPadOS as mobile, and we never patched this.
It does end at level 15.
Congrats on finishing Equinox!
Not at the moment, but thanks for your interest.
Makes sense!
Thanks! Yes, we plan to release the soundtrack (which we produced in-house) in the future.
Unfortunately no! We did want to add secret stuff like hidden doors or fake walls back then, but we had to keep scope under control since that was only a promotional demo for our studio.
Edit: not sure if you're talking about Equinox or Keep out. But my answer is true for both projects. ;)
Author here, not sure why this is posted today as this project is from 2015, but feel free check out our latest WebGL project if you liked Keep Out: https://equinox.space
EDIT: thanks for all the great feedback!
Thank you, glad you got to enjoy our little warp visual effect!