Show HN: Eonfall – A new third-person co-op action game built for the web

Stability and Browser Compatibility

  • Many initial reports of crashes on join, often with WASM or shader-related stack traces across Firefox, Chrome, Safari, Arc, and macOS/Windows.
  • Developers repeatedly pushed fixes; several users later confirmed crashes were resolved and game became playable.
  • Some users stuck in loops like “Connecting to server” / “Unable to Join” or lobby-join loops; later builds reportedly fixed these for some.
  • Certain GPUs or older hardware appear incompatible with specific shaders.

Platform and Device Support

  • Game is currently desktop-only; multiple mobile users saw only sign-up/trailer and no obvious messaging about desktop requirement.
  • Some users on Firefox or with ad blockers didn’t see the “Play now” button at all, only sign-up/login.
  • Chromebook support is mixed: one old model worked impressively, others (or low-end GPUs) could not run the game well.

Performance and Controls

  • Performance is a major theme: very low FPS on older laptops and integrated GPUs; a Surface Pro slowed down significantly in fullscreen.
  • Graphics settings (low/medium/high) sometimes felt ineffective.
  • Suggestions included dynamic resolution scaling and higher AFK timeout.
  • Some feedback that movement has too much momentum and feels unresponsive compared to mainstream shooters.
  • Requests for mouse Y-axis inversion; currently unclear or missing.

Onboarding, UX, and Monetization

  • Confusion about needing an account; some users report smooth guest play, others see only sign-up/login.
  • New players sometimes immediately hit premium-item purchase prompts, creating a negative first impression.
  • Repeated calls for clearer visual distinction of premium vs free cosmetics and better noob tutorial/guidance.
  • Cookie/consent banner seen as intrusive and opt-out–heavy; some refused to proceed because of it.
  • Store loop issues: selecting premium items as a guest can trap players between “buy items” and “must be logged in.”

Technical Stack and Meta Discussion

  • Game built in Unity WebGL, using a networking library over WebSockets.
  • Build times for WebGL are described as very slow; discussion of caching Library folders and CI tools.
  • Mixed views on technical impressiveness: some argue Unity+WebGL is standard, others emphasize the value of a polished browser-based co-op game.
  • Monetization based on ads, rewarded ads, and virtual currency for cosmetics; discussion of ad networks suitable for web games.

General Reception

  • Many praise visuals, polish, music, fast load times, and overall fun factor.
  • Nostalgic comparisons to older browser MMOs.
  • Some users disappointed by instability, performance issues, and friction in trying the game.