Posted by iceberger2001 2 days ago
At the very least, put the reset and play again buttons in the same spot, so I can just keep tapping/clicking there.
Super Meat Boy is how all games like this should be.
```javascript
// ==UserScript==
// @name StarFling Spacebar
// @namespace https://playstarfling.com/
// @version 2026-04-11
// @description Spacebar to launch and restart StarFling
// @author Claude Code
// @match https://playstarfling.com/*
// @icon https://www.google.com/s2/favicons?sz=64&domain=playstarfling.com
// @grant none
// @run-at document-idle
// ==/UserScript==
(function () {
'use strict';
document.addEventListener('keydown', function (e) {
if (e.code === 'Escape') {
e.preventDefault();
// During play, click give-up to trigger the death/restart screen
const giveup = document.getElementById('giveup-btn');
if (giveup) giveup.click();
return;
}
if (e.code !== 'Space') return;
e.preventDefault();
// If the game-over screen is visible, click retry
const gameOver = document.getElementById('game-over');
if (gameOver && !gameOver.classList.contains('hidden')) {
const retry = document.getElementById('retry-btn');
if (retry) retry.click();
return;
}
// Otherwise simulate a tap on the canvas (start from menu / release orb)
const canvas = document.getElementById('c');
if (canvas) {
canvas.dispatchEvent(new PointerEvent('pointerdown', {
bubbles: true,
clientX: window.innerWidth / 2,
clientY: window.innerHeight / 2,
}));
}
});
})();
```- FPS tweak to fix variable speed - Can bounce - Life points instead of sudden death - Levels - A few effects - Better adjusted difficulty
Edit: I added due credit. thanks for pointing that out.
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!
- the gravity is weird in my opinion. There is basically a gravity going down the screen. I would have expected there to be some "pull" towards the planets. I get why though, you try to prevent mega-long straight shots upward. Perhaps experiment with some drag, where the ball slows down over time. Or perhaps have the walls be gravity points, pulling the ball towards them.
- i would add a long- press to restart immediately, so restarting is faster.
One thing I noticed is that I found the game to be pretty hard if I just tried to tap based on where I thought was a good "launching point". But then I realized I could use the dashed lines in the orbit circle as basically "arrows" pointing to where the ship would go if launched at that point in the orbit, and I instantly got much better if my strategy was (a) pick the dash in the orbit circle that points to the next planet, and (b) just then only focus on tapping when the ship hits that dash in the circle.
I think a "hard mode" would be to get rid of the dashes in the orbit circle and just make it a solid line.
If I got to work on this game for 90 seconds, I would move the "bonus text" down to the bottom. It gets in the way of tviewing the literal most important thing SO MUCH!!!
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!
- 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!
EDIT: Uh oh. I found it again. I'm screwed.
My feedback above was on desktop.
I stopped it running at 10866. That's currently the high score. I appreciate that this is pointless and proves nothing, but I've been experimenting with automating testing games (I work at a gaming company at the moment) so it felt like an opportunity to try an experiment.
But why make apps for it? The web page is perfect as is
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 (!).
a slow mode, or an option to hit the brakes might be nice. or going slower as the orbit decreases. smaller orbit is harder but slower speed is easier. you just have to find the right moment
the quick bonus should not be more than one point. maybe an extra point for hitting 5 quick jumps in a row.
I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.
Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...
Wonder if I can turn this into browser-playable version with just LLMs.
EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).
EDIT2: Holy shit it worked. Will upload it somewhere soon.
EDIT3: Here it is, in its full 800x600, 30 FPS cap glory: https://temporal.github.io/ClozeCall-Web/
The process I used was, have CC run over the original sources and create this document:
https://github.com/TeMPOraL/ClozeCall-Web/blob/main/design.m...
Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.
That's also when I lost all interest, which isn't quite fair in that it's still a slingshot game, just not in the least orbital. It's just a slingshot. No stars required.
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.