0h h1 is a fun (and addictive) game that just feels right on mobile.
Q & A with Martin Kool #
Why the web? #
I have always loved the endless possibilities of web technology, and I consider myself lucky for having embraced it so many years ago, because these past years have seen amazing enhancements that really bring the web forward, both on desktop and mobile.
But honestly, you can go from zero to 88 MPH in no time, host a demo on Dropbox or elsewhere, run it from a device and get it out so people can test it. The feedback loop is really short - devices included - which allows me to adapt quickly, make the required changes early on and move forward. Then when it's almost ready to release a game it's amazing to see how many people can be reached through all the different app stores and a playable web version combined.
What worked really well during development? #
If you could have any API to improve your app, what would it be? #
Let me start with two minor wishes, before I throw out the big one:
One is the WebView restrictions on mobile devices. Wrapping a game using Cordova usually gets you a webview that is quite old. I shouldn't complain as WKWebView is coming and it'll be a few more months when the whole process is streamlined, but until then it's a mess with all the plugins and everything to get your HTML5 stuff perform on mobile.
The other is this: Google really needs to provide devs with easy means of handling cheaters in leaderboards and achievements. In my game 0h n0 some player got a score of 1 and I've spent a full day trying to get this management code to run locally, which should connect given the proper keys and stuff all set up in my dashboard. But in the end it just won't work, and I feel it should be a service built in the Google Play Game Services dashboard for devs on Google Play.
But here's the one thing that would truly make all the difference.