How to NOT make a RPG history

So, recently, I decided to try Zelda – Tears of The Kingdom. While the game is visually beautiful, it lacks something, and I wasn’t sure what it is, until I found a gameplay of the whole game (and experienced parts of it myself) so I will try to summarize my discomfort with it.

Obviously, this post is full of spoilers for both Tears of the Kingdom and Zelda – a Link to the Past (the SNES game) so if you didn’t play them and intend to do, then don’t read more. But if you’re not interested in playing any of them (especially if you don’t intend to play A Link to the Past, because in my opinion it is a better game) and you’re interested in having my thoughts (which, obviously, are mine only, and only my personal opinions of course) then…

Reagent Mastermind

One of these days, a friend of mine posted about his experience writing the “Mastermind” game in React (in portuguese only). The game is quite simple:

  1. You have six possible colors
  2. A combination of 4 colors is chosen randomly (they can be repeated – for example, blue,blue,blue,blue is a valid combination) – you have to guess that number
  3. You have up to 10 guesses of 4 colors. For each color on the right position, you win a “black” point. For each color in the wrong position, you win a “white” point
  4. If you can’t guess on the 10th try, you loose.

So, first, we’ll create a shadow-cljs app – create a package.json file, fill it with {"name": "Mastermind"}, then run npm install shadow-cljs. Traditional stuff.

Then, we’ll create the shadow-cljs.edn file. It’ll only contain a single target (:browser), opening up a dev-http server so we can serve our code, and we’ll add reagent library dependency. I also added the material-ui dependency, but you don’t really need it for the code. Now, running npx shadow-cljs watch browser will start a webserver at port 3000, and we can start to develop things.