Hey HN,
I built STARFLING, a simple hyper-casual space game you can play right in your browser.
You orbit a star with a ball. Tap anywhere to release and sling it through space. Catch the next star to lock in orbit and keep going. Miss and it's game over.
The whole thing is just one HTML file with vanilla JS, Canvas, and Web Audio. No frameworks, no build step. Loads in under 2 seconds on phone or desktop.
There's a combo system if you release quick, a skip bonus for jumping over stars, and it gets harder the longer you last. When you die you get a cool trail art picture of your whole run that you can share.
Audio is all generated on the fly and it has haptics too. Pretty satisfying once you get the timing down.
- the gravity is weird in my opinion. There is basically a gravity going down the screen. I would have expected there to be some "pull" towards the planets. I get why though, you try to prevent mega-long straight shots upward. Perhaps experiment with some drag, where the ball slows down over time. Or perhaps have the walls be gravity points, pulling the ball towards them.
- i would add a long- press to restart immediately, so restarting is faster.
If anything the surprise makes people play a few times to understand it which is a really important thing for onboarding gamers (not user sin general of course).
One thing I noticed is that I found the game to be pretty hard if I just tried to tap based on where I thought was a good "launching point". But then I realized I could use the dashed lines in the orbit circle as basically "arrows" pointing to where the ship would go if launched at that point in the orbit, and I instantly got much better if my strategy was (a) pick the dash in the orbit circle that points to the next planet, and (b) just then only focus on tapping when the ship hits that dash in the circle.
I think a "hard mode" would be to get rid of the dashes in the orbit circle and just make it a solid line.
I still can't figure it out. It just seems to randomly curve away from where I want it to go. It gets boring to lose every time, so I just gave up. Could use a difficulty setting.
I cannot express to you how much fun this simple little game is! I'm really enjoying it!
If I got to work on this game for 90 seconds, I would move the "bonus text" down to the bottom. It gets in the way of tviewing the literal most important thing SO MUCH!!!
- Can you add a keyboard key that also launches, rather than always have to be a click
- Can you make it so it restarts without having to click the play again button? Maybe use the same keyboard button as above?
- When fail, why does the ship fall to the floor? Maybe a gentle curve away would be more "realistic"
- Why is the bg squares? Maybe it should be more of a subtle space bg
I noticed that gameplay speed depends on the window size. I'm assuming that larger canvas takes longer to render. It seems too fast at small window sizes and maybe too slow at 4K, not sure what is the intended speed.
This is a really nice little game. My feedback is that on mobile at least, the text that pops up often blocks vision of the ball, which is quite frustrating. I would move it down a bit
The "better than X%" of players seems way off. If I get zero, somehow still better than 32% of players? and 25 planets is >99% of players?
The dotted line starting wide and slowly shrinking to the real orbit is a great touch. It makes the quick/fast/blazing/insane moves harder and more satisfying when they work. The angles encourage skips frequently enough to feel good.
I think the only improvement I would make to the look is perhaps the background. I still think the cyberwave aesthetic works and isn't played out quite yet, especially on mobile. But maybe instead of a boring flat grid, some very faint parallax points moving across the background might work better to give the game a bit more depth.
The pause->restart flow is way faster than clicking the restart button at the bottom of the screen. If your intent is to capture the end of every game to advertise the upcoming mobile game, then you might want to capture that method of restart as well.
That doesn't sound so strange because the presumably the majority of visitors are going to try once or twice and then carry on, and it's actually pretty difficult to get even 25 points in this game.
It’s great but the animations when catching a new orbit (sparks and combo announcements) is making hard to follow the ball, I realized I missed many shots due to this after some games.
Thanks for making this, fun game, but the contrast is too low for my old eyes. I can't see the orbit most of the time. Maybe add options to make the orbit more visible?
There was an old flash game called, I think, curveball that was kind of like 3d perspective, 2d plane Pong. I could play that gave for so, so long and not get tired of it. This might end up being a replacement.
I would make restarting much much faster than it is now. That's the most annoying part and it breaks the satisfying chain completely for me. I miss and then have to watch it slowly fall, or struggle to find the reset button. And even if I hit the reset, I have to go through the menu.
At the very least, put the reset and play again buttons in the same spot, so I can just keep tapping/clicking there.
Super Meat Boy is how all games like this should be.
The author hasn't complained (yet). I will open source it if he wouldn't mind.
Regarding moat, I doubt the logic behind a server would prevent anyone to copycat game concept and graphics. Games have always been cloned as community remakes, with little recourse to take them down.
Nice! Some ideas: Please can you remove the text that hides the main game view. This is the biggest annoyance on both games and slows you down a lot. Also the gravity / physics feels off. Orbit is too slow.
I'm not sure if it was added after your comment, but there's a restart button at the bottom center of the screen that you can hit while the ball is falling.
I am completely confused about the orbital mechanics in this game. They seem completely broken; at any rate they do not work remotely like any other simulation I've played with (e.g. Gravitation or Kerbal Space Program). The bodies other than the first body appear to actively deflect the spacecraft away!
19:50 Put codex and claude (thinking high) to work in parallel to see who could come up with the better physically accurate mindless tapping orbital mechanics sandbox.
20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun.
20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!).
That sounds like it would be a completely different game and probably not as fun since you'd have to use some very fiddly controls to manually get into orbit. If you eliminate orbit entirely then it's just a slalom race. "Hitting" each star/planet is the immediate feedback that makes it fun.
Yes, give me weird orbits! I want a shot which is just outside the target area to get sucked in by the gravity of the planet, but potentially letting me slingshot around an intermediate planet towards a more distant one. The tap command should still mean “gravity disengaged, momentum still active“ to allow shifts from one orbit to another.
I tried it, but it doesn't make for good gameplay, it just gets too easy. Could maybe subtract points, but that also feels strange. I updated gravity to do things, but orbiting isn't permitted.
i love the gravity. but sometimes the orbital speed is to fast to be able to make the next jump. that's frustrating.
a slow mode, or an option to hit the brakes might be nice. or going slower as the orbit decreases. smaller orbit is harder but slower speed is easier. you just have to find the right moment
the quick bonus should not be more than one point. maybe an extra point for hitting 5 quick jumps in a row.
If the physics were accurate enough, I don't think it'd be easy - you'd get constant elliptical orbits in most cases, right? making the timing much harder going forward
Wonder if I can turn this into browser-playable version with just LLMs.
EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).
EDIT2: Holy shit it worked. Will upload it somewhere soon.
Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.
the main problem is that the projectile can continue flying outside of the visible area and sometimes get stuck there without ending the level. some option to abort the level without restarting would be nice.
or a way to zoom out so that one can try a trajectory that circles around the planets instead of through them. some levels can't be solved because i can't move the mouse outside of the playing area in order to get the trajectory that's needed.
i'd also like an option to replay a specific level. since levels are randomly generated i'd like to be able to replay a level until i can solve it, even if that breaks my streak.
Given how easy the port is, I'm now inclined to fix a few things to make it properly playable, so I'll address it :).
I agree, the moment I launched the ported version I remembered the core annoyance in playtesting was always the ball spending most of its time off-screen, with player waiting for it to maybe come back. I was thinking to solve it more by scaling - zooming out, like in the original game that inspired this - Warheads SE[0].
On the levels, looking at the code I _think_ I originally wanted fixed levels loaded from data files, the randomized order and lack of replay/progression was a way to cut scope for what was a contest entry.
i love the improvements. thank you. the way zoom out works is really nice. retry and abort, all there. being able to retry after failing adds so much satisfaction to figuring out a level.
the only thing missing is a manual zoom or pan so that i an get more freedom to control the starting direction. some level are not solvable because the starting vector needs to go further up than the space allows.
when I first read "orbital slingshot" in the title I thought it was a game about doing gravity assists, which I think would be much more interesting and fun
Yup. I figured it out and went from zero to five immediately when I figured out it wasn't in the least orbital, but rather it was Undertale: you had to click when it was exactly tangent to the target, and then hitting anywhere within the target area was a win.
That's also when I lost all interest, which isn't quite fair in that it's still a slingshot game, just not in the least orbital. It's just a slingshot. No stars required.
I gave Codex 5.4 Playwright MCP access to the site and a prompt of "Use Playwright CLI Skill to open https://playstarfling.com/ and load the game. Work out how to play it, and devise a strategy to win." After a about half a dozen attempts it had figured the game out. Then I prompted it to "Score as much as you can." It wrote itself an auto-play script that just keeps going.
I stopped it running at 10866. That's currently the high score. I appreciate that this is pointless and proves nothing, but I've been experimenting with automating testing games (I work at a gaming company at the moment) so it felt like an opportunity to try an experiment.
It didn't exactly play it using the LLM, but it used Playwright to execute code in the browser to work out how it works and then wrote a script to inject into the page to play it. It was basically perfect AI getting skip * 2 on every shot even after a hundred planets. I didn't expect it to do quite so well with only 2 prompts.
Fun. Not sure if this applies on desktop, but on mobile the quick/fast/blazing/skip text often blocks vision of the ball making it harder than it should be to make combos
Very much applies on desktop. The restart button is also strange on desktop, it plays animations instead of restarting. I recommend pressing pause and restarting from the pause menu, which is instant.
Fun, but dark grey text on a dark background? Bit hard to read a bunch of the text.
It also seems like there's gravity coming from off screen assets (or maybe it's the bottom of the screen?) causing the projectile to curve in unexpected ways, and not be captured as strongly by the gravity of the visible objects as I'd expect.
Fun, but the way they fly doesn't quite match my intuition. Why would an object curve when I send it out on the tangent? Wouldn't that be a straight line unless it's affected by a different gravity well?
It's cool but the marketing is deceptive and through me off at first.
You're describing this as "orbital" and "starfling" but there seems to be constant downwards gravity. That's not at all how space works. I was expecting every 'star' to have its own gravity that would suck it in.
Neat, and nice audio, but I wish it were a little more forgiving. Eg. Combos or surviving several jumps might collect "lives" that recover your last orbit if you screw up.
Might also be fun if you encountered powerups as you explore deeper into the map (eg. gravity attraction, project path, etc), or even got to pick between forks in the route. The trail art reminds me of Out There.
I like it! One complaint is that if you are going fast it starts to display a "Quick!" (or something like that) message on top of the middle of the screen. This makes me want to continue going quickly, but the message is blocking me from properly seeing the orbit, so I end up trying to keep the streak going and most often launch and miss cause I can't see. Maybe display it off to the side in empty space?
Reminds me a little of an old game called Slingshot[0], I think it implemented the idea much better as you actually had to slingshot and consider gravity. Someone should turn it into a browser game, would be much more fun than this.
Drag on the red circle to set angle and velocity, let go to launch it, try to hit the green circle, avoid the blue circles (planets with gravity). To try again hit "r" or reload the page to create a new random set of planets. Doubt it works at all on mobile, only tested it in desktop firefox.
Game is fun, sure the mechanics aren't like real transfers but this appears to be a quick reflex challenge, not a lesson in astrophysics. The only gripe I have is all the flashes and distractions if I go to fast. I don't want ANY extra visuals when I'm concentrating on rapid shots.
Seriously fun! A first it felt frustrating but it was interesting that at a certain point (after about 10 minutes) I suddenly got an intuitive feel for the ball’s trajectory and it became addictive at that point.
My only gripe is you render the bonus notification too near the ball and it distracts me and makes it harder to keep a combo going.
I actually love the idea of opening the game and then not playing resulting in a negative score. To quote Garfunkel & Oates, "It's better to be a loser than a spectator."
This is neat, but the tap to release controls are unintuitive for me. I much prefer the variant of this game that uses hold, drag and aim as input. This allows much greater control, is more engaging, and thus feels more rewarding and fun. Plus, there's no waiting period for the ball to circle back to where you want it to be.
Tangentially, this is also why I dislike the modern trend of auto-shooters and idlers. The twin-stick shooter is by far the superior control scheme for this type of game, yet for some reason people enjoy having less control and engagement. I never got the appeal.
I've been looking for a game from the "flash era" that's incredibly similar to this one! It was "fling-this-wad-of-duct-tape-to-clog-the-black-hole" as a metaphor, but I forget the name. It had similar "orbit" dynamics, but the entire game was setting the initial angle/velocity and then the orbits just 'did their thing' from there.
This looks really cool! I'm already up to 11 as my best!
If you like this, you will for sure love the game "12 Orbits"!
Fun game! One thing I'd love to see is difficulty modes. An easy mode with some kind of aim guide (maybe a trajectory preview on tap-and-hold?) could help new players get the feel for it, and a hard mode where you control launch speed or angle would add a nice skill ceiling for people chasing high scores.
Really nice and very fast becoming addicted :D.
Feedback from my side:
- on desktop (tested in Brave Browser) the speed is faster than on mobile (is this supposed to be ?)
- on desktop would be nice to have a short cut to instantly start a new game (may be on mobile you could calculate early on if the balls curve would have a collision and show a button to directly restart)
Its a nice start, but there is a certain irritation in that the popup text is directly over the puck.
I felt like I was losing more because I couldn't see the puck under the combo counter than anything in the game.
This is an excellent and distinctly frustrating game Echo comments on restart being faster; maybe having the % stats in the main ui somewhere. Will be recommending this to some friends.
Love this! Only request is don't display Godlike etc where you are because I've found when it comes up, you can't see where you are and so miss the next first-chance
I love this and it’s very clean. Only piece of feedback, put the play again button where the scores are as that is where the thumb sits on the phone to do the tapping. Mind numbingly groovy
The text that pops up in the middle obscures the current position making it hard to immediately launch again. Maybe it should be closer to the bottom of the screen?
The single HTML file as a distribution format is really underrated. No server, no CORS issues, no CDN — just open the file. It works offline, you can email it, and it'll still work in 10 years.
I ship self-contained HTML files for a different project and the sneakiest gotcha is </ sequences inside inline <script> tags — the browser sees </ and tries to close the script tag prematurely. You have to escape them as <\/. Curious if the author ran into that one.
Fun concept for the format too — games are the perfect use case.
You orbit a star with a ball. Tap anywhere to release and sling it through space. Catch the next star to lock in orbit and keep going. Miss and it's game over.
The whole thing is just one HTML file with vanilla JS, Canvas, and Web Audio. No frameworks, no build step. Loads in under 2 seconds on phone or desktop.
There's a combo system if you release quick, a skip bonus for jumping over stars, and it gets harder the longer you last. When you die you get a cool trail art picture of your whole run that you can share.
Audio is all generated on the fly and it has haptics too. Pretty satisfying once you get the timing down.
Play it here: https://playstarfling.com?utm_source=hn&utm_medium=showhn
Would love your thoughts on the feel, difficulty, and whether the trail art is fun or not.
Thanks!
- the gravity is weird in my opinion. There is basically a gravity going down the screen. I would have expected there to be some "pull" towards the planets. I get why though, you try to prevent mega-long straight shots upward. Perhaps experiment with some drag, where the ball slows down over time. Or perhaps have the walls be gravity points, pulling the ball towards them.
- i would add a long- press to restart immediately, so restarting is faster.
The gravity mechanic works in the game.
If anything the surprise makes people play a few times to understand it which is a really important thing for onboarding gamers (not user sin general of course).
One thing I noticed is that I found the game to be pretty hard if I just tried to tap based on where I thought was a good "launching point". But then I realized I could use the dashed lines in the orbit circle as basically "arrows" pointing to where the ship would go if launched at that point in the orbit, and I instantly got much better if my strategy was (a) pick the dash in the orbit circle that points to the next planet, and (b) just then only focus on tapping when the ship hits that dash in the circle.
I think a "hard mode" would be to get rid of the dashes in the orbit circle and just make it a solid line.
If I got to work on this game for 90 seconds, I would move the "bonus text" down to the bottom. It gets in the way of tviewing the literal most important thing SO MUCH!!!
- Can you add a keyboard key that also launches, rather than always have to be a click - Can you make it so it restarts without having to click the play again button? Maybe use the same keyboard button as above? - When fail, why does the ship fall to the floor? Maybe a gentle curve away would be more "realistic" - Why is the bg squares? Maybe it should be more of a subtle space bg
Thanks for making it!
The dotted line starting wide and slowly shrinking to the real orbit is a great touch. It makes the quick/fast/blazing/insane moves harder and more satisfying when they work. The angles encourage skips frequently enough to feel good.
I think the only improvement I would make to the look is perhaps the background. I still think the cyberwave aesthetic works and isn't played out quite yet, especially on mobile. But maybe instead of a boring flat grid, some very faint parallax points moving across the background might work better to give the game a bit more depth.
The pause->restart flow is way faster than clicking the restart button at the bottom of the screen. If your intent is to capture the end of every game to advertise the upcoming mobile game, then you might want to capture that method of restart as well.
Great game, thanks!
That doesn't sound so strange because the presumably the majority of visitors are going to try once or twice and then carry on, and it's actually pretty difficult to get even 25 points in this game.
My feedback above was on desktop.
EDIT: Uh oh. I found it again. I'm screwed.
At the very least, put the reset and play again buttons in the same spot, so I can just keep tapping/clicking there.
Super Meat Boy is how all games like this should be.
```javascript
```https://orbitup.surge.sh/
- FPS tweak to fix variable speed - Can bounce - Life points instead of sudden death - Levels - A few effects - Better adjusted difficulty
Edit: I added due credit. thanks for pointing that out.
Regarding moat, I doubt the logic behind a server would prevent anyone to copycat game concept and graphics. Games have always been cloned as community remakes, with little recourse to take them down.
20:10 Both codex and claude finish pretty much at the same time, but my kids say claude's version is more fun.
20:50 Claude runs out of its 5h session limit while finetuning some things, while Codex has 80% left (!).
https://coezbek.github.io/orbital-tap/
a slow mode, or an option to hit the brakes might be nice. or going slower as the orbit decreases. smaller orbit is harder but slower speed is easier. you just have to find the right moment
the quick bonus should not be more than one point. maybe an extra point for hitting 5 quick jumps in a row.
I made https://github.com/TeMPOraL/cloze-call a little over 16 years ago, and this itself was inspired by something then at least that much old.
Screenshot: https://jacek.zlydach.pl/old-blog/download/projects/ClozeCal...
Wonder if I can turn this into browser-playable version with just LLMs.
EDIT: Put Claude Code on the task (reason for choice: Claude Desktop lets me just throw it at a folder with unzipped bundle of sources and assets I found laying around my blog archive).
EDIT2: Holy shit it worked. Will upload it somewhere soon.
EDIT3: Here it is, in its full 800x600, 30 FPS cap glory: https://temporal.github.io/ClozeCall-Web/
The process I used was, have CC run over the original sources and create this document:
https://github.com/TeMPOraL/ClozeCall-Web/blob/main/design.m...
Then after verifying it matches what I remembered and clarifying some decisions (section 4 and 5), just told it to make a static client-side no-build-step no-webshit-frameworks game deployable to github.io, and it did it in a single shot (+ a second small request to add a fix to transparency of some assets). Personally, I'm impressed at how well it went, what a nice highlight of the weekend for me.
https://temporal.github.io/ClozeCall-Web/index-ng.html
or a way to zoom out so that one can try a trajectory that circles around the planets instead of through them. some levels can't be solved because i can't move the mouse outside of the playing area in order to get the trajectory that's needed.
i'd also like an option to replay a specific level. since levels are randomly generated i'd like to be able to replay a level until i can solve it, even if that breaks my streak.
Given how easy the port is, I'm now inclined to fix a few things to make it properly playable, so I'll address it :).
I agree, the moment I launched the ported version I remembered the core annoyance in playtesting was always the ball spending most of its time off-screen, with player waiting for it to maybe come back. I was thinking to solve it more by scaling - zooming out, like in the original game that inspired this - Warheads SE[0].
On the levels, looking at the code I _think_ I originally wanted fixed levels loaded from data files, the randomized order and lack of replay/progression was a way to cut scope for what was a contest entry.
--
[0] - https://www.myabandonware.com/game/warheads-se-in5
the only thing missing is a manual zoom or pan so that i an get more freedom to control the starting direction. some level are not solvable because the starting vector needs to go further up than the space allows.
https://dan-ball.jp/en/m/pc_lim/
That's also when I lost all interest, which isn't quite fair in that it's still a slingshot game, just not in the least orbital. It's just a slingshot. No stars required.
I stopped it running at 10866. That's currently the high score. I appreciate that this is pointless and proves nothing, but I've been experimenting with automating testing games (I work at a gaming company at the moment) so it felt like an opportunity to try an experiment.
It also seems like there's gravity coming from off screen assets (or maybe it's the bottom of the screen?) causing the projectile to curve in unexpected ways, and not be captured as strongly by the gravity of the visible objects as I'd expect.
You're describing this as "orbital" and "starfling" but there seems to be constant downwards gravity. That's not at all how space works. I was expecting every 'star' to have its own gravity that would suck it in.
I've made a similar little web game based on Lunar Lander, check it out!
https://landed.theelderscripts.com/
(Apparently iOS still doesn't support it [1]? It's been in Chrome for the past 12 years. Maybe someday.)
1. https://developer.mozilla.org/en-US/docs/Web/API/Vibration_A...
Doesn't seem that hard, just a boredom endurance
Might also be fun if you encountered powerups as you explore deeper into the map (eg. gravity attraction, project path, etc), or even got to pick between forks in the route. The trail art reminds me of Out There.
Small idea for improvement: the "fast" text is often over the same space as the ball, which makes it harder to see where the ball would be going.
[0] https://sourceforge.net/projects/slingshot-game/
Drag on the red circle to set angle and velocity, let go to launch it, try to hit the green circle, avoid the blue circles (planets with gravity). To try again hit "r" or reload the page to create a new random set of planets. Doubt it works at all on mobile, only tested it in desktop firefox.
Looks at imports
>Google Tag Manager
-_-
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<script src="https://www.gstatic.com/firebasejs/9.23.0/firebase-app-compat.js"></script>
<script src="https://www.gstatic.com/firebasejs/9.23.0/firebase-auth-compat.js"></script>
<script src="https://www.gstatic.com/firebasejs/9.23.0/firebase-database-compat.js"></script>
<script src="capacitor.js"></script>
<script src="capacitor-cordova.js"></script>
<script src="https://static.cloudflareinsights.com/beacon.min.js/
My only gripe is you render the bonus notification too near the ball and it distracts me and makes it harder to keep a combo going.
Related but I played a similar orbital minigame a while back on Itch.io which has a bit of a 2D Mario Galaxy feel to it as well.
https://danceswithpixels.itch.io/orbital-slingshot
Very fun.
Tangentially, this is also why I dislike the modern trend of auto-shooters and idlers. The twin-stick shooter is by far the superior control scheme for this type of game, yet for some reason people enjoy having less control and engagement. I never got the appeal.
If you like this, you will for sure love the game "12 Orbits"!
- on desktop (tested in Brave Browser) the speed is faster than on mobile (is this supposed to be ?)
- on desktop would be nice to have a short cut to instantly start a new game (may be on mobile you could calculate early on if the balls curve would have a collision and show a button to directly restart)
Ok on touch gravity of the orbiting takes off. And if I don't land the next I start again and get prompted for my email each time.
It reminds me of certain games on NES which could be played for hours, once you lose your 3rd life you start all the way from the beginning.
Here it's the same. With one life.
Good art style, terrible UX
You didn't play the game you created
https://pod.sekor.eu.org/@modinfo/statuses/01KNXT3ZQDTHZBDYF...
I did however expect the stars to attract my ship, that combined with the top down gravity vector made it less intuitive.
It also makes it feel like a game happening in earths atmosphere instead of space, it impacts the possible sense of scale.
Still fun :)
I loved the simplicity, it was fun!
Right now the first 5 or so times you miss. Probably the first 5 times you try.
You get an annoying process of having to shift you hand to press the play again button.
The solution is easy as checking what the game score and high score is, if it's 0 just restart.
I don't need or want to hear about how to sign up to your mailing list if I've just fallen flat on my face!
There's a reset button but it seems to do nothing and you end up at the play again screen.
But why make apps for it? The web page is perfect as is
Git rekd nerds
(function () { "use strict";
})();I ship self-contained HTML files for a different project and the sneakiest gotcha is </ sequences inside inline <script> tags — the browser sees </ and tries to close the script tag prematurely. You have to escape them as <\/. Curious if the author ran into that one.
Fun concept for the format too — games are the perfect use case.