[HN Gopher] Show HN: Influence, a Go-inspired 1-minute board game
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       Show HN: Influence, a Go-inspired 1-minute board game
        
       Author : jawslouis
       Score  : 91 points
       Date   : 2021-06-15 20:12 UTC (2 hours ago)
        
 (HTM) web link (cintrest.com)
 (TXT) w3m dump (cintrest.com)
        
       | cdubzzz wrote:
       | The animations are a bit sluggish. I kept missing clicks on tiles
       | that were finishing animations from a previous turn. Maybe I was
       | playing faster than I should have been but it made things
       | somewhat confusing.
        
         | cowvin wrote:
         | Yep, same here. The animations are way too slow. For whatever
         | reason it seems to wait like a second after you move to pulse
         | influence. There's no reason it should wait.
        
           | jawslouis wrote:
           | Now that you mention it, there does seem to be a bit of a lag
           | before that animation starts. Will look into it.
        
         | jawslouis wrote:
         | Thanks for the feedback. What device are you on - mobile,
         | tablet, desktop? I am wondering if the animation is taking
         | longer on devices with less processing power.
         | 
         | I could also add an option in the settings to disable
         | animations, for those who like to play fast.
        
           | cdubzzz wrote:
           | Desktop -- an MBP that should have enough processing power.
           | An option to disable animations would be ideal. But I was
           | also just trying by doing without reading about the game at
           | all so maybe not a huge priority (:
        
             | jawslouis wrote:
             | Thanks for letting me know!
        
       | falcor84 wrote:
       | Nice! Gave me that old school Hexxagon vibe
        
       | grimgrin wrote:
       | I did win the first game but noticed you mentioned difficulties,
       | clicked hoping it wasn't on Easy. It was! ha
       | 
       | For people in this thread, if you're into abstract game design in
       | the hex/table space, Nick Bentley creates some games I find very
       | interesting, though haven't played. Bought some generic tiles
       | once, hoping to eventually try out Circle of Life:
       | 
       | https://www.nickbentley.games/circle-of-life-an-ecosystem-si...
       | 
       | His "best" list:
       | 
       | https://www.nickbentley.games/category/my-best-games/
        
       | qsort wrote:
       | Hi, a couple of comments.
       | 
       | First, I understand you were trying to make an approachable
       | presentation, but the rules as you presented them are incomplete
       | (how does influence work? what is a "threshold"?), and I think
       | for a board game that's a big mistake. What makes games like
       | those cool is that rules work deterministically, even for games
       | that involve randomness. Having to guess the rules is something I
       | actively dislike.
       | 
       | Second, have you considered a square board instead of an
       | hexagonal one? Using Go terminology, it feels like the groups
       | have too many liberties.
       | 
       | Other than that, the game is pretty good. I feel it captures the
       | attack/defense territory-based gameplay of Go perfectly.
       | 
       | Have you tried to measure the first move advantage?
       | 
       | edit: Wow this thing is a drug. Hard AI is deceptively good, I
       | managed to tie a game 25-25 after several attempts, but you
       | definitely can't afford to be sloppy if you want to stay afloat!
        
       | scrooched_moose wrote:
       | It seems like there's a bug if you drag your mouse from the board
       | area, off the board, then back on; it will automatically select
       | the first unclaimed tile the cursor hits. I just progressed the
       | game to a 14-36 loss by just waving my mouse randomly without a
       | single click.
       | 
       | It seems to require some fairly fast movement, but I did
       | accidentally trigger it a few times when I was trying to play for
       | real.
       | 
       | I've tested on Firefox 89 and Chrome 91.
        
       | chewmieser wrote:
       | Fun game! It wasn't always immediately obvious where exactly I
       | could play, but I imagine the more you play the more it clicks
       | too.
       | 
       | I also agree with your decision to not use numerical indicators.
       | It would definitely make things too complex and the graphical
       | representation you have is pretty elegant as-is. Optional if at
       | all.
        
       | zokier wrote:
       | Neat. While it would draw away from the visual elegance, the game
       | would be bit more playable if it had numeric indicators, both for
       | current level of influence and the change for next turn.
        
         | jawslouis wrote:
         | Thanks! I did think about numeric indicators but didn't want to
         | introduce too much complexity. Would also take away from the
         | fun if players had to check the numbers for many cells each
         | turn.
         | 
         | Still trying to figure out the best way to show that
         | information.
        
           | chris_st wrote:
           | Maybe some kind of vertical line through the hex, say green
           | on left, blue on the right, and as the line moves away from
           | the middle it's obvious which side is gaining influence
           | there? When it hits one side or the other, it's locked.
        
         | dddw wrote:
         | Yeah I agree, but maybe have also non-numbers as an extra
         | option.
         | 
         | very nice game, will pass it around to fellow-go players
        
         | shoo wrote:
         | i agree that there is a "legibility" issue. the game doesn't
         | communicate the state of unlocked hexes or the rules of how the
         | threshold to lock hexes. It wouldn't necessarily need to be
         | numeric indicator. it could be a visual indicator on a hex to
         | communicate that a hex will lock to a particular colour next
         | turn. For even more usability, the game UI could update these
         | indicators for all hexes when the player hovers over a hex (if
         | you place here, then this is the immediate result you will
         | get..)
        
         | lainga wrote:
         | Maybe press-hold TAB view them, like the production markers on
         | tiles in Civ 4
        
           | jawslouis wrote:
           | That's a good idea! For those on mobile though, perhaps a
           | button to toggle the view?
        
       | jawslouis wrote:
       | At the end of every turn, each tile influences its neighbors and
       | imparts some of its color. Tiles with a dark border can no longer
       | be selected.
       | 
       | The rules are simple but it takes awhile to master. What is your
       | best score against the Hard AI? I got 27 (me on green) - 23 (AI).
       | 
       | Would you want to see some sort of match-making to play against
       | others online?
       | 
       | See demo gameplay or view the source code at
       | https://github.com/jawslouis/Influence-Game
        
         | neogodless wrote:
         | I got 29 vs 21 on Easy Blue AI on my first attempt.
        
           | jawslouis wrote:
           | Better than my wife's first attempt :)
        
         | SimonDorfman wrote:
         | Interesting. Instead of just using shades or green and blue,
         | would you consider displaying numerical values too? I was
         | confused about how close the tiles were to flipping to my
         | color.
         | 
         | Side note: I'm working on a game that has some similarities
         | that might interest you: https://simondorfman.com/volcanoes1
        
           | jawslouis wrote:
           | Looks like one of the consistent pieces of feedback is for
           | numeric values :) Will think about how to implement that.
           | 
           | Checked out your site too. Looks interesting!
        
             | isaacremuant wrote:
             | I tried it on Firefox mobile and when I lose in the second
             | difficulty level I can't really see anything but the "game
             | over restart" message.
             | 
             | I'd like to be able to see the score and the layout to
             | analyze the game.
             | 
             | Really nice job, though! Fun concept.
        
       | sundaypancakes wrote:
       | Wild, I made something extremely similar a couple years ago (also
       | inspired by Go) called Quagen (https://quagen.io). I like your
       | use of hex and the UX better than mine. Nice job!
        
         | jawslouis wrote:
         | Wow our ideas were really similar. I read your blog post - even
         | how we came up with the idea was similar! I too played a lot of
         | Hearthstone, and thought of adding a new digital element to a
         | board game. Seems like Go was a natural fit :)
        
       | dddw wrote:
       | This is fun. a bigger field maybe even more!
        
       | CGamesPlay wrote:
       | The small board size and easy AI combo was too easy as a starting
       | point. But I started to lose against the Medium AI. The
       | animations are a bit lengthy. I think the ideal numeric indicator
       | would show the number of turns (stone placements) before the
       | space "locks" itself to a particular color.
        
         | jawslouis wrote:
         | Appreciate the feedback! The number of turns before lock is an
         | interesting indicator. There are some corner cases that I'd
         | have to think more about though - e.g. when a tile is almost at
         | the threshold but at a deadlock (both colors are evenly
         | surrounding it)
        
       | alttab wrote:
       | Well done.
        
       | mdoms wrote:
       | This is very cool and fun. My only issue is it's hard to know if
       | a move is going to make a tile reach threshold, or even if a tile
       | is already at threshold.
        
       | KMuncie wrote:
       | This is very good. Any way I can play 2 player against my wife?
        
         | mihaifm wrote:
         | Set the AI to None for both players in the settings, that
         | should do it.
        
         | jawslouis wrote:
         | Thanks! Yes you can play 2-player - just disable both AIs in
         | the setting.
        
         | roetlich wrote:
         | In the settings you can disable the AI. I had a lot of fun
         | playing against my girlfriend!
        
       | [deleted]
        
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       (page generated 2021-06-15 23:00 UTC)