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.