Feudle is a daily word puzzle game inspired by Family Feud. Players guess the most popular answers to a given prompt, with an AI model providing the top responses based on survey data. The goal is to find all the hidden answers within six guesses, earning more points for uncovering the most popular responses. Each day brings a fresh prompt and a new challenge.
A developer has created Minesweeper Pro, a free, real-time multiplayer version of the classic Minesweeper game. Players can compete against others online in various game modes, including a cooperative mode where they work together to clear a shared board. The game features a clean and modern interface, global leaderboards, and customizable difficulty settings. It's accessible through any web browser without requiring downloads or logins, making it easy to jump into a quick game.
Hacker News users discussed the technical implementation of the multiplayer Minesweeper game, praising the use of Elixir and Phoenix LiveView. Some expressed interest in the difficulty scaling for multiple players and how simultaneous clicks are handled. Several commenters shared their nostalgic fondness for Minesweeper and welcomed the multiplayer twist. One commenter pointed out the lack of a visible player count or indication of others' actions, suggesting improvements to enhance the multiplayer experience. Another requested a "no-guessing" mode, a popular variant of the classic game. Overall, the reception was positive, with users intrigued by the project and offering constructive feedback.
Time Portal is a simple online game that drops you into a random historical moment through a single image. Your task is to guess the year the image originates from. After guessing, you're given the correct year and some context about the image. It's designed as a fun, quick way to engage with history and test your knowledge.
HN users generally found the "Time Portal" concept interesting and fun, praising its educational potential and the clever use of Stable Diffusion to generate images. Several commenters pointed out its similarity to existing games like GeoGuessr, but appreciated the historical twist. Some expressed a desire for features like map integration, a scoring system, and the ability to narrow down guesses by time period or region. A few users noted issues with image quality and historical accuracy, suggesting improvements like using higher-resolution images and sourcing them from reputable historical archives. There was also some discussion on the challenges of generating historically accurate images with AI, and the potential for biases to creep in.
The Hacker News post presents a betting game puzzle where you predict the sum of your neighbors' bets, with the closest guess winning. The challenge is to calculate this sum efficiently when dealing with a large number of players, each choosing a bet from 0 to 9. The author shares a clever algorithm that achieves this in linear time, utilizing a frequency array to avoid redundant calculations. This approach significantly improves performance compared to a naive quadratic solution, making the game scalable for a substantial number of participants.
Hacker News users discussed the efficiency and practicality of the presented algorithm for the betting game puzzle. Some questioned the "linear time" claim, pointing out the algorithm's reliance on a precomputed lookup table, the creation of which would not be linear. Others debated the best way to construct such a table efficiently. A few commenters suggested alternative approaches, including using Gray codes or focusing on bit manipulation tricks. There was also discussion about the problem's framing, with some arguing it's more of a dynamic programming exercise than a puzzle. Finally, some users explored variations of the puzzle, such as changing the allowed bet sizes or considering non-integer bets.
Breakout has been reimagined with a roguelite/Vampire Survivors twist. Instead of a paddle, you control a constantly firing character at the bottom of the screen. Power-ups drop from destroyed bricks, enhancing your abilities like fire rate, spread, and projectile type. The game features a constantly increasing difficulty and permanent upgrades that persist across runs, allowing you to progress further with each attempt. It's playable in-browser and built using JavaScript, offering a modern take on a classic arcade experience.
Hacker News users generally praised the game's simple yet engaging gameplay, with several commending the smooth controls and satisfying feel. Some suggested potential improvements, like adding more variety in enemy types and level design, incorporating sound effects, and implementing a scoring system. A few users compared it to other similar games, noting its roguelite elements and fast-paced action. The developer actively participated in the discussion, responding to feedback and outlining plans for future updates, including mobile support and new features. Overall, the reception was positive, with users appreciating the game's polish and addictive nature.
Bracket City is a daily online word puzzle that deconstructs the traditional crossword format. Instead of a grid, clues are presented in a bracket-style tournament, where players choose the correct answer from two options to advance. Each correct answer reveals letters that eventually combine to form the final solution word. This unique presentation adds a layer of strategy and deductive reasoning, as incorrect choices don't just leave a gap, but actively lead down the wrong path. The daily puzzle offers a fresh take on wordplay, challenging players to not just know the answers, but also to understand the relationships between them.
Hacker News users discussed the unusual format and difficulty of Bracket City. Several commenters found the puzzle too challenging, describing it as "obtuse" and expressing frustration with the lack of clear instructions or feedback. The unconventional grid and scoring system also drew criticism. Some users questioned the puzzle's description as a crossword, suggesting alternative classifications like a logic puzzle or code-breaking challenge. Despite the difficulty, some commenters expressed intrigue and a desire to understand the solving process better, with one suggesting a walkthrough or tutorial would be helpful. Others appreciated the novelty and different approach to puzzling, even if they found it personally too hard. The puzzle's creator responded to some comments, clarifying certain mechanics and acknowledging the steep learning curve.
CEO Simulator: Startup Edition is a browser-based simulation game where players take on the role of a startup CEO. You manage resources like cash, morale, and ideas, making decisions across departments such as marketing, engineering, and sales. The goal is to navigate the challenges of running a startup, balancing competing priorities and striving for a successful exit, either through acquisition or an IPO. The game features randomized events that force quick thinking and strategic adaptation, offering a simplified but engaging experience of the pressures and triumphs of the startup world.
HN commenters generally found the CEO Simulator simplistic but fun for a short time. Several pointed out the unrealistic aspects of the game, like instantly hiring hundreds of engineers and the limited scope of decisions. Some suggested improvements, including more complex financial modeling, competitive dynamics, and varied employee personalities. A common sentiment was that the game captured the "feeling" of being overwhelmed as a CEO, even if the mechanics were shallow. A few users compared it favorably to other similar games and praised its clean UI. There was also a brief discussion about the challenges of representing startup life accurately in a game format.
"Subway Poker" is a silent, observational game played by mentally assigning poker hands to fellow subway passengers based on the first five visible digits of their MetroCards. Players cannot influence the cards they are "dealt" and simply observe the hands around them, comparing their imagined hands to others' to determine a winner. The game offers a discreet and engaging way to pass the time during a commute, adding a layer of amusement to the mundane act of people-watching.
Commenters on Hacker News largely enjoyed the subway poker concept, calling it "charming" and "delightful." Some discussed strategies, like focusing on suits rather than specific card values for easier memorization, or intentionally losing rounds to mislead other players. A few debated the feasibility of the game in real-world scenarios, citing crowded subways and the difficulty of maintaining eye contact. Several expressed interest in trying it themselves, while others suggested variations, like using phone apps or playing with larger groups. Some reminisced about similar silent games played in childhood. The overall sentiment was positive, with the game seen as a fun and engaging way to pass the time on public transit.
SQL Noir is a free, interactive tutorial that teaches SQL syntax and database concepts through a series of crime-solving puzzles. Players progress through a noir-themed storyline by writing SQL queries to interrogate witnesses, analyze clues, and ultimately identify the culprit. The game provides immediate feedback on query correctness and offers hints when needed, making it accessible to beginners while still challenging experienced users with increasingly complex scenarios. It focuses on practical application of SQL skills in a fun and engaging environment.
HN commenters generally expressed enthusiasm for SQL Noir, praising its engaging and gamified approach to learning SQL. Several noted its potential appeal to beginners and those who struggle with traditional learning methods. Some suggested improvements, such as adding more complex queries and scenarios, incorporating different SQL dialects (like PostgreSQL), and offering hints or progressive difficulty levels. A few commenters shared their positive experiences using the platform, highlighting its effectiveness in reinforcing SQL concepts. One commenter mentioned a similar project they had worked on, focusing on learning regular expressions through a detective game. The overall sentiment was positive, with many viewing SQL Noir as a valuable and innovative tool for learning SQL.
Anchoreum is a free, browser-based game designed to teach players how CSS anchor positioning (top, bottom, left, right) affects layout. Players manipulate these properties to guide a ship through a series of progressively challenging levels. Each level presents a target location the ship must reach by adjusting the anchor values. The game provides a visual and interactive way to understand how elements are positioned relative to their containing block, offering immediate feedback on the impact of different anchor settings. By solving the positioning puzzles, players gain practical experience and a deeper understanding of this fundamental CSS concept.
Hacker News users discussed Anchoreum, a game designed to teach CSS anchor positioning. Several commenters praised the game's interactive and visual approach, finding it more engaging than traditional learning methods. Some suggested potential improvements, like adding more complex scenarios involving overlapping elements and z-index, and incorporating flexbox and grid layouts. One commenter highlighted the importance of understanding anchoring for accessibility, specifically mentioning screen readers. There was also a brief discussion about the nuances of position: sticky
, with users sharing practical examples of its usage. Overall, the comments reflected a positive reception to Anchoreum as a helpful tool for learning a sometimes tricky aspect of CSS.
Marijn Haverbeke's 2012 JS1k winning entry, "Bouncing Beholder," is a concise JavaScript demo that fits within 1 kilobyte. It features a 3D rendering of the iconic Beholder monster from Dungeons & Dragons, smoothly rotating and bouncing off the edges of the canvas. The demo utilizes clever optimizations and mathematical shortcuts to achieve the 3D effect and animation within the tight size constraint, showcasing efficient coding and creative use of limited resources.
Commenters on Hacker News largely praised the "Bouncing Beholder" demo for its impressive technical achievement within the 1k size limit. Several noted the clever use of techniques like sine waves and bitwise operations to create the animation and sound effects. Some recalled the nostalgic appeal of demoscene culture and the technical ingenuity it fostered. A few discussed the evolution of JavaScript and browser capabilities since 2012, highlighting how challenging such a demo would have been at the time. The creator even chimed in to answer questions about the development process and optimization tricks used, sharing further insight into the intricacies of the code.
The "Subpixel Snake" video demonstrates a technique for achieving smooth, subpixel-precise movement of a simple snake game using a fixed-point integer coordinate system. Instead of moving the snake in whole pixel increments, fractional coordinates are used internally, allowing for smooth, seemingly subpixel motion when rendered visually. The technique avoids floating-point arithmetic for performance reasons, relevant to the target platform (likely older or less powerful hardware). Essentially, the game maintains higher precision internally than what is displayed, creating the illusion of smoother movement.
HN users largely praised the Subpixel Snake game and its clever use of subpixel rendering for smooth movement. Several commenters discussed the nostalgic appeal of such games, recalling similar experiences with old Nokia phones and other limited-resolution displays. Some delved into the technical aspects, explaining how subpixel rendering works and its limitations, while others shared their high scores or jokingly lamented their wasted time playing. The creator of the game also participated, responding to questions and sharing insights into the development process. A few comments mentioned similar games or techniques, offering alternative approaches to achieving smooth movement in low-resolution environments.
SudokuVariants.com lets you play and create a wide variety of Sudoku puzzles beyond the classic 9x9 grid. The website offers different grid sizes, shapes, and rule sets, including variations like Killer Sudoku, Irregular Sudoku, and even custom rule combinations. Users can experiment with existing variants or design their own unique Sudoku challenges using a visual editor, and then share their creations with others via a generated link. The site aims to provide a comprehensive platform for both playing and exploring the vast possibilities within the Sudoku puzzle format.
Hacker News users generally expressed interest in the SudokuVariants website. Several praised its clean design and the variety of puzzles offered. Some found the "construct your own variant" feature particularly appealing, and one user suggested adding a difficulty rating system for user-created puzzles. A few commenters mentioned specific variant recommendations, including "Killer Sudoku" and a variant with prime number constraints. There was also a brief discussion about the underlying logic and algorithms involved in generating and solving these puzzles. One user pointed out that some extreme variants might be NP-complete, implying significant computational challenges for larger grids or complex rules.
Someone has rendered the entirety of the original Doom (1993) game, including all levels, enemies, items, and even the intermission screens, as individual images within a 460MB PDF file. This allows for a static, non-interactive experience of browsing through the game's visuals like a digital museum exhibit. The PDF acts as a unique form of archiving and presenting the game's assets, essentially turning the classic FPS into a flipbook.
Hacker News users generally expressed amusement and appreciation for the novelty of rendering Doom as a PDF. Several commenters questioned the practicality, but acknowledged the technical achievement. Some discussed the technical aspects, wondering how it was accomplished and speculating about the use of vector graphics and custom fonts. Others shared similar projects, like rendering Quake in HTML. A few users pointed out potential issues, such as the large file size and the lack of interactivity, while others jokingly suggested printing it out. Overall, the sentiment was positive, with commenters finding the project a fun and interesting hack.
Summary of Comments ( 17 )
https://news.ycombinator.com/item?id=43471939
HN commenters discuss Feudle, a daily word puzzle game using AI. Some express skepticism about the claimed AI integration, questioning its actual impact on gameplay and suggesting it's primarily a marketing buzzword. Others find the game enjoyable, praising its simple but engaging mechanics. A few commenters offer constructive criticism, suggesting improvements like allowing multiple guesses and providing clearer feedback on incorrect answers. Several note the similarity to other word games, particularly Wordle, with some debating the merits of Feudle's unique "feud" theme. The lack of open-source code is also mentioned, raising questions about the transparency of the AI implementation.
The Hacker News post for "Show HN: Feudle – a daily puzzle game built with AI" has generated several comments, offering a mixed bag of reactions, critiques, and suggestions.
Some commenters expressed skepticism about the use of AI, questioning its necessity and impact on gameplay. One commenter wondered if the AI truly adds value or simply serves as a marketing buzzword, suggesting the game could function similarly without it. Another echoed this sentiment, pointing out that existing word games operate effectively without AI, implying its inclusion might be superfluous.
Several comments focused on the game's mechanics and difficulty. Some users found the puzzles too easy, while others described them as frustratingly difficult. This disparity in experience led to discussions about the game's balancing and target audience. One commenter specifically suggested that adjusting the difficulty curve could improve the overall player experience.
The limited number of daily puzzles was also a recurring point of discussion. Several commenters expressed a desire for more frequent puzzles, suggesting it would increase engagement and replayability. This limitation was viewed as a potential barrier to long-term enjoyment.
Some commenters offered constructive feedback on the game's interface and user experience. Suggestions included improvements to the visual presentation, as well as adding features like a "dark mode" and better mobile support.
Finally, a few commenters drew comparisons to other popular word games, like Wordle, noting similarities and differences in gameplay. One commenter mentioned Wordle specifically, questioning Feudle's differentiation and unique selling points.
Overall, the comments reflect a cautious curiosity about Feudle. While some users expressed enthusiasm for the game's concept and potential, others voiced concerns about its execution and longevity. The prevailing sentiment appears to be one of wait-and-see, with many commenters suggesting improvements and further development could significantly enhance the game's appeal.