Thanks for checking this out! I need to fix the mouse/trackpad user experience.
If anyone wants to see more of the game in the meantime, this link exposes the debug menu where you can advance pretty quickly by cheating to get more resources:
I spent several weeks worth of nights on this project and put a lot of thought into the experience, though I exclusively played it on touch devices.
I need to test the mouse user experience.
Precision matters less in this game than it may seem. It’s ok to spam clicks because there are no resource constraints. It might mess up the layout of the build you were planning, but it will not impact completing the story. In fact, I imagined this game as a sort of clicker game where the progression and scaling up matters more than precision.
It looks like it requires a MIDI which it then converts to sound like it’s coming out of a Gameboy.
Here’s what the FAQ says:
> How it works
>
> Search a song, pick a MIDI source, hit Generate. The Wario Synthesis Engine analyses the MIDI and resynthesises it using Web Audio oscillators tuned to mimic the Game Boy's 4-channel sound chip. All processing runs in your browser.
I’ve been using Gemini’s generous free tier in Gemini CLI. It’s nice to have other free options, even if it’s for a limited time (and with the caveat that the data will be used to improve the models).
I suspect that these animations make launch feel faster much of the time by hiding the true launch time of the app. And I think this is a primary purpose of launch animations.
Compare to iPhone OS 1: apps had static launch images that the OS animates to be visible so an app has hundreds of milliseconds to load before the user feels a hang.