(I’m the author) making ideas legible and testing them with users is part of the design process regardless of tooling. You can summarize this article as “I find LLMs more effective at making ideas legible vs figma - for the work I’m doing at Jane Street”. This has helped me iterate and it helps me test with users and get better feedback from them. I’m not just prompting “make no design mistakes” over and over.
Oh no. That will make the whole game frustrating. I actually recently made a change to try to mitigate this so I’m sad to hear it’s still an issue. I take the pointer position on pointerdown and pointerup, and do collision detection both times. Then I pop the underlying bubble in either case, giving you the benefit of the two possible pop locations.
Yes if you don’t already know where the bubbles are gonna fall it’s very hard to get to them in time with a trackpad. Although I play with a trackpad myself and can beat most levels.
I had a friend suggest a “course preview” during the countdown screen so that users can anticipate the bubbles without memorizing them.
This is my “finally try to make something real with AI” project that I have yet to do. I have no native experience. Both for this and ehmorris.com/lander.
Thanks! Writing the game has been really fun and I’m proud of the codebase. It’s therapeutic to work on it because I get to skip all the frustrating parts of web dev like writing config files.