The hardest part wasn't building the game. It was making it PLAYABLE. ๐ฎ While building Shadow He...The hardest part wasn't building the game. It was making it PLAYABLE. ๐ฎ While building Shadow He...
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Toughest for me was a rich text editor that swallowed the first keystroke when it took focus. No error, no crash, the text just published with the first letter missing. It stayed hidden a while precisely because nothing failed loudly. Now I read the field back before submitting....
That's a great example of a "silent" bug. Those can be much harder to catch because everything appears to be working normally until you notice the actual user experience is wrong. I really like your point about reading the field back before submission sometimes the best...
Only after, mostly. Checks everywhere and you end up with code nobody reads and warnings nobody trusts.
The one I add by default is a read-back on anything that leaves the process: form submit, API write, file upload. Confirm it landed by asking the system again, not by checking...
That's a really valuable lesson. I hadn't looked at verification from that angle before especially the difference between confirming what my code thinks happened and confirming what the actual system received.
The "source of truth" point really stands out to me. For something...
Mine wasn't a crash. It was a scraper that kept working.
I build a tool that reads live car listings and tells people whether a car is worth buying. A site changed its markup and my parser didn't error, it just started pulling the wrong number into the price field. Everything...
That first keystroke vanishing is such an annoying and silent bug. Reading the field value directly before submitting rather than trusting the visible output is exactly the right instinct.
The gap between built and playable is where product engineering really lives. The best fixes are almost invisible: no broken state, no lost progress, no confusing recovery. Which bug forced the biggest architectural change during Shadow Heist?
Really nice UI direction๐ the visual style and overall presentation look great. If you ever need help with game UI/UX, interface design, or polishing the visual system, feel free to reach out. Iโd be happy to collaborate.๐
Shadow Heist's build-break-debug loop rings true; some of my toughest bugs were mission flags that didn't reset between runs, so things only broke on a second playthrough. Did you add any automated playtests, or was it all manual runs through the missions?
Pick a car. Hit the handbrake. Turn the horde into combo points. ๐๐จ
Play free: www.animattor.co/zombie-drift (live leaderboard, beat me!)
Desktop (keyboard or gamepad), mobile (gyroscope).
๐ Top 3 on October 18 get 1 year of Rive Cadet from me. Post a screenshot in comment of your score on X, LinkedIn or here and tag me and Rive.
๐ Real drift physics. Every car handles differently and is fun in its own way
๐ Monster truck unlocks once you pass 500,000 points
๐จ Drifting to stack combos
๐ Ramps with slowmo its something, fix your car in repair garage
I started building it right before the weekend. By Sunday I was already beating my own high scores.
Built in Rive with the Rive CLI and Claude. Zombies are animated vectors, the cars are custom vector designs, and the HUD runs on data binding [+ GPU Canvas / Luau]. The whole game is just 2.37 MB.
Drop your score below ๐
Got feedback or something's not working? Let me know.
666 - Wack a Ghost Game, Build Full in Rive Editor and CLI, free to play
https://boooo-qxcc7h.rive.to
please share to your friends celebrate Halloween...
Type for Treat! Get your Halloween goodies and practice your typing at the same time! โจโจPlay as a ghost (I promise itโs not a kid with a blanket over his head) going trick or treating around his neighborhood with his mom and dad.
Collect candies from each house by typing out words then catching them in your goodies bag. But be careful, some of your neighbors are giving away tooth brushes and tooth paste too, yuck!
Upgrade your gear with the goods from the vampire (AKA dad). He only accepts candy, so you better stock up. โจ
If you need help, mom, I mean, the vampire queen is just around the corner with some tips!
-โจ
Had a blast making this game and learned a ton. Super happy I went into this challenge despite barely having enough time. Excited to share more about what I learned in the future when things slow down.
All the designs come from Ivan Dubovik (https://www.instagram.com/vandubovik/?hl=en). All of the game mechanics + Shaders were made using Rive CLI in Cursor. Animations by me. โจโจHope you have fun with it, and let me know what your high score is!
Great job, Caleb! I gave it a try, but itโs really hard to play, even though Iโm familiar with touch typing. I think the candies should fall more slowly, or maybe the bowl at the bottom should be removed to make it a bit easier.