Show HN: A Marble Madness-inspired WebGL game we built for Netlify

(5-million-devs.netlify.com)

332 points | by franck 9 hours ago ago

149 comments

  • iandanforth 5 hours ago

    Nice! My favorite challenge was avoiding the glowing white dots along the path.

    • CSMastermind 3 hours ago

      Yeah, they really should be some kind of powerup so you're incentivized to hit them.

      Right now learning about the company feels like a penalty which I doubt was the intent.

      Also for anyone who hits a dot and is confused how to get out of the information screen - you just press the arrows. I tried escape and clicking for longer than I would care to admit before I realized this.

      Super cool idea though.

      • imglorp 35 minutes ago

        Should we be learning about the product or the company? Only one seems valuable, no?

    • hailpixel 4 hours ago

      I also went for 0% speedrun challenge.

  • AndrewStephens 2 hours ago

    This game is way better than it needs to be for a quick burst of advertising. Not only is the implementation fantastic, with perfect controls, but the level design is also great. I really enjoyed the multiple routes and the fact you can skip most of the advertising displays.

    It seems such a shame that this isn't a full game. Removing the advertising and adding more complex levels with puzzles would make for a perfect little distraction.

    • nonethewiser 19 minutes ago

      > Not only is the implementation fantastic, with perfect controls, but the level design is also great.

      I was surprised how well the WASD controls worked. Perfectly intuitive.

  • Conscat 25 minutes ago

    Kind of off topic, but Marble Madness was a large part of what inspired me to start programming. My dad played it when he was a kid and it made an impression on him, so he had me play it on MAME as a kid. I was blown away by the fact that computers can simulate (fairly complex) falling objects in an isometric space, but I couldn't figure out for the life of me how to reproduce that in Game Maker 7 at the time. When I got better at math, it influenced a project in my teens that's on my resume to this day.

  • guigui 9 hours ago

    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/

    • ianbooker 6 hours ago

      Great work, it really captures the feeling of Marble Madness. Its maybe to deep of a thought, but I really fancy the spin of the marble, something that the original was not conveying as fancy as your version does.

      • guigui 5 hours ago

        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.

        • forth_throwaway 5 hours ago

          The marble has the perfect amount of friction, I'm able to "drift" around corners which feels really nice.

        • worldsayshi 5 hours ago

          You did a great job. The physics seems about as enjoyable as those of Rocket League and they must've have spent a considerably larger effort.

      • dole 2 hours ago

        As a MM fan, I wanted to second this. Great work, engaging enough to make me finish it and wish there were more mechanics like the catapults and enemies.

    • khernandezrt 5 hours ago

      How long till people start speed running this?

    • nogridbag 3 hours ago

      This was really fun. Right before this little hole on the second level, my macbook started running a bit slow and the collision detection somehow sucked the marble into the floor.

      https://imgur.com/ZANb1cT

      • guigui 3 hours ago

        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!

    • runnr_az 6 hours ago

      That’s really lovely and polished. Nice job…

      • guigui 5 hours ago

        Thanks for playing! Glad you enjoyed it.

    • suyash 4 hours ago

      Nice work, love to know more about the technical bits: what framework did you use for 3D scene, objects? how did you handle camera movements to track the ball? What library for sound as that was a nice touch. How did you do physics? Thanks!

      • guigui 4 hours ago

        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).

        • doctorpangloss 3 hours ago

          Why did you choose to do things this way instead of using Unity WebGL?

          It's okay if the reason is, "because we make websites and the programming we know is Javascript" or whatever. It doesn't have to be about some objective comparison, like optimization or whatever, which isn't going to be true or necessarily matter anyway.

          • franck 3 hours ago

            Unity WebGL is not supported on mobile and we needed the experience to be playable on both desktop and mobile browsers.

            However, mobile browsers will be supported with Unity 6 web exports, still experimental currently AFAIK, but that should become a viable option soon.

            • doctorpangloss 3 hours ago

              > Unity WebGL is not supported on mobile.

              Hmm... Unity WebGL has worked correctly on Mobile Safari since 2013. Support has probably been flawless since around 2019. It has been supported in all the ways that matter for a long time.

              • vunderba 3 hours ago

                I wasn't aware of that. The Unity 6 Preview announcement from just this year had a lot of stuff around iOS and Android browser support:

                From the article:

                Android and iOS browser support has arrived With Unity 6 Preview. Now, you can run your Unity games anywhere on the web, without limiting your browser games to desktop platforms.

                https://unity.com/blog/engine-platform/unity-6-preview-relea...

              • franck 3 hours ago

                I should have said that it's not officially supported. For client work, we prefer not to choose an engine that may not work on a few devices and which we have no ability to fix.

    • proee 5 hours ago

      How many people worked on this project and how long did it take to develop? Nice job!

      • guigui 5 hours ago

        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.

    • itronitron 6 hours ago

      There is a glitch on the momentum level, where the marble gets stuck behind a wall after dropping into a hole.

      • paol 6 hours ago

        I got stuck in the spiral slide on the same level. I got the impression framerate glitches are affecting the collision detection (common physics implementation pitfall). I could be wrong though.

        Still, very cool. Too cool to waste on marketing in fact :)

        • franck 6 hours ago

          Yeah, sometimes the ball does some crazy things due to the way collision detection works. We tried to optimize and avoid most of the issues but it can happen.

      • franck 6 hours ago

        There is code in place to respawn the ball if we detect that it's stuck inside a block or wall, which can occur due to frame drops during the physics simulation. I'll try to reproduce this issue. Thanks for reporting it!

        • weightedreply 2 hours ago

          I ran into the same infinite respawn. Here's where it happened to me:

          https://imgur.com/RFxyl1Q

        • tux3 3 hours ago

          I seem to have dropped through a wall while taking an elevator on the elevation level, it keeps respawning me in the void, so that was a game over =)

        • pbronez 4 hours ago

          I hit the same thing. It killed me while I was dropping into the hole, then respawned me into the block, ending my game.

    • jetbalsa 6 hours ago

      add a built in timer and I bet people would speed run this thing

      • guigui 6 hours ago

        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.

        • dylan604 5 hours ago

          the purpose of the game was to force marketing upon the players. a speed run version would defeat the dwell time of the marketing on the screen. i'm sure the marketing department would not be a fan

          • maroonblazer 5 hours ago

            Perhaps make it such that once you've completed it at 'normal' speed all the marketing messages are disabled, enabling the speedrun.

          • bobfunk 2 hours ago

            For what it's worth our head of marketing was the one asking for a speedrun mode, but it just couldn't make the cut in terms of scope :)

        • jetbalsa 5 hours ago

          and physics bugs, there are a few edge spots you can clip into and really send yourself flying!

    • yossi_peti 5 hours ago

      How is the gameplay related to the information? The connection seems pretty contrived to me.

      • franck 4 hours ago

        The glowing line represents a timeline of Netlify's milestones that you have to follow in order to discover their journey. No particular reason for the physics-based gameplay except to have a bit of fun.

  • bhaney 3 hours ago

    I think this is the first time I've ever seen an online game correctly tell me to use WARS keys for movement. Big props for handling non-qwerty layouts.

    Great job optimizing too. Runs totally smooth on my 2012 macbook and its decrepit HD 4000 iGPU, which is no small feat for web-games these days.

  • pissflaps 6 hours ago

    That was enjoyable. I wasn't at all interested in any of the "Netlify facts" but it was fun to push the marble around and I'm impressed by how smooth the experience was. Well done!

  • vaishnavsm an hour ago

    There's an easy shortcut in the second level past the climb on the pink pipe and before you climb the ramp where you can jump to the semi-circle on the lower platform on the other side. Love it!

  • deskr 3 hours ago

    Is there a page somewhere that tells me what netlify is on a technical level? All I see it marketing speak and I can't make sense of it.

  • solatic 7 hours ago

    Any chance this could get open-sourced? This seems like a great example of a lot of stuff for which there are few tutorials currently.

    • diggan 6 hours ago

      > This seems like a great example of a lot of stuff for which there are few tutorials currently.

      Not OP but, what exactly you feel like is missing tutorials? It's a nice little polished experience, but I don't think there is anything particularly innovative or difficult to build with the resources that exists today. Or is there something in particular that looks/seems difficult from what they shared?

      • thih9 5 hours ago

        I disagree, I think the "nice little polished experience" is the difficult part.

        In practice building something like this with resources that exist today can still mean a stream of issues specific to a given platform, browser, library, programming language, IDE, issues related to a combination of any earlier two and a yak that needs shaving[1].

        Meanwhile this project is described as[2]:

        > fully optimized for both desktop and mobile browsers, with user controls and UI components tailored for each device, ensuring intuitive navigation and interaction across all platforms.

        If this process was easy and well documented, Netlify wouldn't hire an external agency.

        [1]: https://en.wiktionary.org/wiki/yak_shaving

        [2]: https://www.littleworkshop.fr/projects/5milliondevs/

        • diggan 4 hours ago

          > I disagree, I think the "nice little polished experience" is the difficult part.

          Right, I agree, most of the time will be spent in the polish. But is there really no resources out there on how to polish? Assuming there isn't, what would you want a tutorial to contain to make it apply to a wider audience, as polish is typically hyper-specific to the project.

          > If this process was easy and well documented, Netlify wouldn't hire an external agency.

          Companies don't typically hire external agencies because something is difficult for them to do per se, but more that it would be wasteful for them to spend the time building something like that instead of focusing on things core to the business.

          FWIW: I'm asked parent about this in order to see if there are actual gaps in the available resources today for what parent wanted to do, hence the question to specify what exactly they're looking for. I guess "how to polish" is a valid answer, but again, there are resources out there to help understand how to approach that.

      • solatic 3 hours ago

        You can't really compare the depth of resources that exists for something like React versus something like Three, which has a bunch of toy examples but no fully coherent experiences.

        Companies like Figma have shown that there is a huge appetite for solutions built on top of Canvas or WebGL, but if you don't have the privilege of working for one of these companies that built up lots of proprietary building blocks from scratch, it's much more difficult to get started.

    • guigui 6 hours ago

      No plans to open-source at the moment, but we intend to share some behind-the-scenes info in the future.

  • asadm 2 hours ago

    I wish I had code access to this, I would make a multiplayer mode using https://docs.joinplayroom.com/usage/threejs (my project)

  • cyberlimerence 4 hours ago

    Beautiful work, well done. It also made me remember a game I played a long time ago called Ballance[1]. Weird how memory works like that.

    [1] https://en.wikipedia.org/wiki/Ballance_(video_game)

  • adzm 6 hours ago

    This was actually very fun, great work here! There was a PC game called hamsterball that I really enjoyed a long time ago; this brought back memories.

  • NaolGBasaye 4 hours ago

    Really smooth, clean work. Didn't get a chance to monitor memory and network, but seemed pretty light, kudos!

  • Lukas_Skywalker 2 hours ago

    That's quite fun! I didn't know about "Marble Madness", but it reminded me of Cuboro [1], a (hardware!) toy that consists wooden blocks and allows people to create quite complicated marble runs that look very very similar to this game.

    [1]: https://de.wikipedia.org/wiki/Cuboro

  • johtso 6 hours ago

    The controls don't seem to work for me. AWSD, only up and down work, unless I try to go diagonally, then it just gets "stuck" moving forever. Arrow keys no directions work unless I hold multiple keys down at once, then it also gets stuck moving.

    M1 macbook pro, Arc browser

    • guigui 5 hours ago

      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)?

  • bambax 2 hours ago

    This is absolutely amazing! Very well executed, congrats!!

    I was absolutely terrified at first that falling off would have me start again from the beginning, so I was very careful. Once I did fall and come back where I was I grew bolder which made it more fun. Maybe that should be advertised somewhere.

    (I'm still unsure what Netlify exactly is or what it does but this will make me want to find out!)

  • maniacwhat 5 hours ago

    Interesting. This consistently crashes my chrome browser whenever I get to the first glowing white checkpoint. But it's not like any crash I've seen before, the page reverts to a google search result I was on this morning. And the whole page is flickering white. That tab was closed long ago, but it seems something in this gets back to that state in memory, maybe a buffer overflow somewhere or something?

    While on the google search result, the music from the game is still playing. If I open a new tab, the title of this tab changes from the google title to the netlify one, and vice versa if I change back.

  • flanbiscuit 4 hours ago

    I've been enjoying the quality and aesthetics of your studio's work. I would love for you to build a complete game or a longer experience, rather than only for marketing. I love where art and programming intersect. I would love to be able to create experiences like this myself one day.

    • guigui 4 hours ago

      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!

  • Jeremy1026 6 hours ago

    Very nice way to show off some of the history of Netlify while making it fun. Congrats on 5m.

  • vunderba 3 hours ago

    Nice job! You just need to have it so if the marble exceeds a certain Y velocity threshold that it shatters and a dust pan appears to sweep it up.

  • pizzafeelsright 6 hours ago

    I am very curious how the physics feel realy-wordly for the most part at the mathematical level. Are there existing algos that define the gravitational pull of the "Facts" spots or was there a lot of tweaking?

    The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

    • franck 5 hours ago

      The physics engine we are using is Rapier 3D which does a lot of the heavy lifting, even though we had to tweak a lot the physics properties of the ball and surfaces in order to get something that felt right. For hotspots specifically, we implemented the magnet-like effect with custom code (by applying a force that pushes the ball toward the center and slowing it down at the same time) as there is no attractor primitive in Rapier.

      The dual input is indeed a consequence of our isometric-view design choice, which I agree may not be the easiest way to control the ball. But the 45 degree angle just looks cooler in our opinion.

    • mrighele 6 hours ago

      > The 45 degree rotation does require more dual input than I care for which makes me wonder if that is a design choice.

      Well they say "A Marble Madness-inspired WebGL game" so there is not much choice about the rotation [1]

      [1] https://en.wikipedia.org/wiki/Marble_Madness

      • coldpie 5 hours ago

        The NES Marble Madness port (and probably others) had a choice of control schemes, where the D-Pad is either mapped directly to the screen (Down is down) or mapped at a 45 degree angle (Down is down-right). I never could wrap my head around the latter, but I can see the benefit given the stage layout mostly uses 45 degree paths.

        • egypturnash 2 hours ago

          The second scheme works pretty well if you can turn the controller 45º. I never had an NES but I am pretty sure some of the isometric games I played on the c64 and Amiga had this as an option.

      • pizzafeelsright 5 hours ago

        Looking through the linked docs I see the physics frameworks.

        Of all the programming I find the 3D gaming to be the most complex and unattainable at my current knowledge or intelligence level.

    • munchler 4 hours ago

      FWIW, you can mentally remap the keys to partially eliminate dual input. E.g. Pressing down and right together as a single input moves the marble southeast. This considerably simplifies game play for me.

  • Jean-Papoulos 5 hours ago

    Alright, alright. Where are the speedrunning leaderboards for this ?

    • wizzwizz4 4 hours ago

      There are definitely some neat skips available.

  • kolleraa 6 hours ago

    Great fun and very polished! I'd love to try this with accelerometer based controls.

  • JohnMakin 3 hours ago

    I’ve heard people claim they beat the original marble madness, but I don’t believe them.

  • GistNoesis 6 hours ago

    Got stuck in a re-spawn loop : some collision detection failed in level 4 at the start of a standard 30° incline, the ball fell through, and was re-spawned at the same place resulting in falling again, locking me in loop.

  • DecoySalamander 2 hours ago

    Have you considered using R3F for this project? Also curious, why did you implement a custom renderer pipeline?

  • burnt-resistor 6 hours ago

    The ASDF controls are absolutely backwards while the cursor controls work.

  • davidwparker 4 hours ago

    Cute game. A lot more forgiving than Marble Madness though.

    Needs a good enemy marble to come crack you and hammers too.

  • Helmut10001 4 hours ago

    Thank you so much. This is a great game for my 6yo, it made his day! He loved it. We spent months looking for web games for 6yo without ads, dark patterns and distracting details, but this was the first one that really fit. I wish there would be more similar games.

    • dylan604 4 hours ago

      How is this without ads? It's sole purpose was to be a marketing tool and interrupts the game play with...ads.

      • hugs 4 hours ago

        They possibly could/should add the qualifier of obnoxious ads. Many mobile ads are extremely obnoxious. Especially the ones that hide the "X" or place several "X"s in the interface so it's hard to tell where exactly to tap to get the ad to go away. This game is pretty classy and subtle in comparison. Kind of how Hacker News itself is an ad for YCombinator.

        • dylan604 4 hours ago

          it's cute how you've come to accept the less obnoxious ads as okay. it appears the obnoxious ads have served their purpose.

      • wizzwizz4 4 hours ago

        These are ads in the original sense (to advertise something), rather than the modern sense (obnoxious attention-grabbing multimedia presentations); and all of them are skippable, save the victory screen. I do find it quite ironic, though, that the best ad-free video game I've seen this week is an advertisement.

        • Helmut10001 3 hours ago

          This is exactly how I meant it. From the perspective of my 6yo, who can't really read yet or know what Netlify is, it was also never perceived as an Ad, but a game.

  • dustinsterk 2 hours ago

    This is great! Fantastic work. You should port a game like this to steamdeck, it would be a huge hit!

  • rc_mob 6 hours ago

    Its been a long time since someone built something like this for the web. Praystation was a long time ago. No one has really followed up since then.

  • muragekibicho 3 hours ago

    There's a glitch in the velocity level. My marble keeps respawing and the game is stuck in a refresh loop

    • biomcgary 3 hours ago

      On the last level I ran into one of the raised blocks and tunneled into the cubes. I could still roll around inside, lol, but there was no way out.

  • pininja 6 hours ago

    Super fun. Loved the rubbery sound design.

    I’d want to watch the CEO host a speed run stream.

    • guigui 5 hours ago

      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. :)

  • kodablah 4 hours ago

    Question unrelated to the game specifically - how does Netlify quantify the number of developers? How does it know/guess that it is 5 million?

  • noctane 5 hours ago

    Great work. Are there any plans to convert some of the code to OSS?

  • aliwoto 5 hours ago

    Hello, really amazing work, well done! Just one curious question: have you made the background music yourself? if not, can I know the name?

  • Lerc 5 hours ago

    Nice, I did manage to get a respawn point where it immediately died causing a loop. On Elevation.

    Still have no idea what netlify is or does.

  • pjmlp 4 hours ago

    Nice game, although I would expect to be able to use the gyroscope on mobile devices.

    • guigui 3 hours ago

      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.

      • pjmlp 2 hours ago

        It could be a game setting, no need to be by default.

  • pooper 3 hours ago

    this gives me an idea... what if you keep everything about the game the same but change it to hjkl navigation for vim learners?

  • nightowl_games 6 hours ago

    Great game! On mobile, feels like the joystick is a bit too sensitive. Ie: I move my finger a tiny amount and the ball goes flying.

    What's your company called?

    • guigui 6 hours ago

      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

  • nusl 2 hours ago

    This is fun but it's buggy. I randomly glitch out and get forced to respawn :(

  • tempworkac 6 hours ago

    Could you explain more on:

    > The 2D content is overlaid on the WebGL view using CSS 3D transforms for a seamless integration with the 3D view.

    Maybe a simple example of this with code?

  • ivanjermakov 5 hours ago

    Speedrun any% category coming soon?

  • chenbin74851 3 hours ago

    I like it. I will share it with my friends.

  • dylan604 4 hours ago

    does anybody remember the name of the board game that you turned knobs on the outside of the box to tilt on the x/y axis to drive the marble around the board?

  • markatkinson 6 hours ago

    This is fantastic!.

    Time to start speed running!

    • butz 3 hours ago

      4 minutes and 31 seconds, any%. Need to do some better routing.

      4 minutes and 21 seconds after few more attempts.

      3 minutes and 59 seconds. Sub 4 is good enough for me :)

      • yhprum 2 hours ago

        My competitive side got the better of me and spent too long playing this :|

        3 minutes 33 seconds after ~10 attempts

        routing is definitely fun, I enjoyed figuring out which bounce pads to take

        ---

        3:20 after some more tries, I think sub 3 is possible

        3:14 even with the game glitching me into the abyss on the last level :(

    • markatkinson 6 hours ago

      4 minutes 58 seconds.

      • whitehexagon 2 hours ago

        I'll post my slowest time at the bottom of the stack: 5 minutes and 59 seconds didnt work on FF, and only 1/4 screen on brave index-dffbfc39.js:4603 expected expression got ?

        Anyway great fun, and much easier than what I remember of the Amiga version, very forgiving controls, thanks and well done.

  • Keyframe 5 hours ago

    i got a few questions:

    - you say it's built with three.js but you also use rapier. How does that work / integrate? I see one is JS frontend thing, the other rust engine

    - how did you design levels, with what?

    • franck 5 hours ago

      The rendering engine is using Three.js which is a WebGL library. The physics/collision detection code is using Rapier through a WebAssembly module available on npm [1], which means that it can be used on the web even though it's originally written in Rust.

      The levels were built inside the Unity Editor, then exported to FBX, then went through a pipeline based on Blender python scripting that optimized their geometry, assigned materials and exported them to GLTF (the final format that we load in the browser).

      [1] https://rapier.rs/docs/user_guides/javascript/getting_starte...

      • Keyframe 5 hours ago

        thanks for answering! Interesting you used unity for level layout. Interested to hear the advantage here. Considering you already use Blender down the pipe, how come you haven't used Blender for it or any other dcc app lile maya, max, whatever?

        • franck 3 hours ago

          The main draw of the Unity Editor for us is how it auto-reloads assets, like 3D models, as soon as the asset file is updated. So the workflow is having your DCC app open in which you model things and export assets from, and Unity Editor to design your level where every model is always up-to-date.

          This is not possible with Blender because it contains all models inside a single .blend file, so assets must be manually re-imported each you change them. There is a Link feature in Blender but in my experience it's not as good as what Unity does out of the box.

      • ivanjermakov 4 hours ago

        How did you assemble Rapier colliders from GLTFs?

        • franck 3 hours ago

          Nothing complicated, we simply have initialization code that parses the GLTF scene on startup by iterating over the children of a specific group, and creating Rapier colliders for each of them (Triangle Mesh Colliders to be specific, in order to allow things such as curved ramps). Since their geometry is very simple, we can use directly the rendering geometry for the collider geo.

    • skydhash 5 hours ago

      Not the dev, but Rapier has a JavaScript binding through WASM. And you can design the levels with a 3d tool like Blender, then script out the animation.

  • 725686 5 hours ago

    It needs more gravity for the marble to roll down slopes better.

    • ivanjermakov 4 hours ago

      Seems like the ball is 0.5m in diameter, if you treat single wireframe texture tile as 1m. Gravity seems to be correct for the ball of this size (although linear dampening aka air resistance is quite high).

      I think this is intentional, since higher gravity/smaller ball would significantly raise difficulty.

  • shimonabi 2 hours ago

    It's buggy. I got stuck in the blue "pool" in the last stage, under one of the green ramps.

  • eddyvinck 5 hours ago

    Pretty fun simple little game!

  • yazzku 3 hours ago

    I'm here just for the game.

    If you move fast enough, you can glitch the ball against the slides and get stuck.

  • fragmede 6 hours ago

    That was fun, thanks!

  • blendertom 5 hours ago

    This is amazing!

  • pbronez 5 hours ago

    I got stuck in the second chapter. Went into a tube leading to a spiraling green slide and my ball reset... to the interior of the block. Oh well, cool project.

    • franck 4 hours ago

      Thanks and sorry you got stuck, we made our best effort to prevent these situations from happening but apparently they still do.

  • Traubenfuchs 5 hours ago

    On iOS, sometimes it scrolls the page and pressing and holding opens a weird right click magnifier and releasing it a share option on the top left?

    Those jarring little things seem to just never disappear from modern browser games.

    Beyond that it‘s amazingly fluid.

  • trollbridge 6 hours ago

    Well, I'd love to know what Netlify does, but...

    #1. I could not find pricing anywhere.

    #2. The "ROI calculator" steered me to enter in my name, e-mail, and phone number. I don't want to sign up to get spam from a salesman just to find out the basics about some tool or platform.

    #3. Wikipedia's page for Netlify has a content warning that the content appears to be an ad brochure, but at least it said this:

    "Netlify is a remote-first cloud computing company that offers a development platform that includes build, deploy, and serverless backend services for web applications and dynamic websites.

    The company enables building, deploying, and scaling websites whose source files are stored in the version control system Git and then generated into static web content files served via a content delivery network."

    Still have no idea what Netlify does (beyond what I can already do with git with a few clicks), or if it's right for our team, or if we can even afford it.

    The Marble game was quite fun, however...

    #4. The main thing that stuck in my mind from the little "milestones" about Netlify was that they changed their logo. This may seem significant to the Netlify team, but is completely irrelevant to the rest of us.

    #5. The second thing was that they "bought Squirrel, an open source"... it is rather dystopian to hear that someone "bought" an open source platform.

    Since we have a few Netlify people posting here, please feel free to correct my ignorance or point me in the right direction.

    • throwaway77385 5 hours ago

      Used Netlify back in the day (prior to Cloudflare pages / workers sites). The experience was largely smooth. HOWEVER, pricing was both opaque and prone to explode without warning, with little to no way of setting billing limits. Ultimately, that was too risky for the kind of small-ish projects I'm running. They had the Netlify CMS for a while, which I quite liked. But that's gone now. Be interesting to know what their USP is over CF Pages.

      • fastball 5 hours ago

        Netlify is Vercel before Vercel.

        • hunter2_ 3 hours ago

          Netlify being related to Gatsby and Vercel being related to Next.js.

    • markerz 5 hours ago

      > The company enables building, deploying, and scaling websites whose source files are stored in the version control system Git and then generated into static web content files served via a content delivery network.

      That’s the meat of it. It’s Heroku for statically generated websites or websites that can run as lambdas. Pretty limited but very fast for those purposes cause everything is handled by edge servers rather than primary data center servers.

  • bobfunk 3 hours ago

    Netlify CEO here.

    I spotted Little Workshop when I saw https://equinox.space/ on Hacker News and noticed it was running on Netlify. Loved the fluidness, speed and art direction of a game running directly in the browser and working smoothly on my phone.

    Immediately thought of them when we started thinking about a 5 million developer celebration and reached out. Love the result :)

    • MattSayar 2 hours ago

      I knew I recognized the feel of this project. It did quite well on the front page [0]. Hopefully you and others keep hiring them so we can keep enjoying their work!

      [0] https://news.ycombinator.com/item?id=40113013

    • guigui 3 hours ago

      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.

  • voodooEntity an hour ago

    So i have to say i saw the headline on the frontpage and clicked the game before reading the post.

    I have no idea who netifly is... and thought lets have a fun time playing.

    While the game is visually well made, i gave it 3 attemps and all 3 times my ball dissapeared at some point into the floor and got permastuck. :/