Show HN: I created a Mars colony RPG based on Kim Stanley Robinson’s Mars books
Gameplay & UX Clarity
- Several players struggled to understand how to play at first:
- Not obvious that dialog advances with E/Enter rather than clicks/taps.
- Confusion about what to build and in what order; blinking resource bars not self-explanatory.
- On mobile, bug where opening dialog/instructions sometimes don’t load, making early steps unclear.
- Talking to colonists requires standing on a precise tile, which feels finicky.
- Building and interaction issues:
- Easy to accidentally destroy buildings by repeatedly pressing E; users request “Cancel” as default.
- Building footprints (e.g., greenhouse >1 tile) are not visually obvious; people ask for a placement outline.
- Some popups (e.g., “terraforming complete”) can’t be dismissed.
- HP drains leading to collapse despite eating/resting is reported but unexplained.
Platform, Controls & Performance
- Reports of severe slowness and low FPS on desktop (Firefox/Brave) and Android Firefox; some black screens and “does nothing” states.
- Mobile-specific issues:
- Build lists not scrolling because taps select instead of scroll.
- Long-press “act” to build feels awkward; users expect tap-to-place then confirm.
- Some players can’t interact with people at all; engineer dialog delayed.
- Cmd+D on macOS Chrome triggers an “autowalk right” bug.
- Game is built with vanilla JS + canvas; commenters note full-canvas redraw is GPU-heavy and suggest WebGL-based libraries (pixi.js, raylib) for smoother performance.
- Others report that after fixes, the mobile experience is “great.”
Audio & Presentation
- Music starts extremely loud and repeatedly startles players; many rush to mute.
- Requests for a clear volume slider and much lower default volume; developer later lowers it and addresses menu music restarting behavior.
Game Systems & Balance
- Multiple players get stuck with few or zero colonists despite ample resources, housing, and landing pads; colonist-arrival bug acknowledged.
- Perception that spamming buildings has no downside; suggestions for ongoing maintenance costs or tradeoffs.
- Quality-of-life ideas: shorter building lists or grouping, key repeat and wraparound for scrolling, reselecting last building type, clearer building placement visualization.
Legal & Attribution Concerns
- Question raised about needing publisher permission to base a game on the Mars trilogy.
- Disagreement over whether this falls under fair use; some believe it’s risky if it’s an adaptation, others argue “based on” is safer. No firm resolution in the thread.
Reception, Inspirations & Political Tangent
- Many commenters love the Mars trilogy and appreciate seeing it adapted; specific scenes (e.g., space elevator destruction) are fondly recalled.
- Others felt the books’ political content (anarchism/anti-capitalism) became overbearing on reread.
- Long subthread debates:
- Whether the trilogy depicts anarchism well or is more broadly “hard-left.”
- Viability of anarchist or post-capitalist societies, with references to game theory, energy/entropy, post-scarcity settings, and historical examples.
- Climate change cooperation as a real-world coordination problem.
- Related works mentioned: Terraforming Mars (board game), Surviving Mars (city builder), older Mars-themed games and a Mars story-mapping site.
AI & Tooling Note
- One commenter demonstrates that a similar-looking game prototype can be generated quickly via Claude, and hopes the author did leverage AI; the original author mentions using Claude for technical help, but details are sparse.