Threes! has such great personality. It's so much more than 2048, and it's well worth the buck or so it costs. I hope it's had an uptick since the 2048 craze.
The chain roughly goes: Threes! was released in February. A near-clone called 1024! came out on iOS at the start of March. 2048 acknowledges the debt to 1024!, and the first commits to the git repository were in the first week of March.
Once the source code was available, tiny variations became much easier to fork, and we got a cambrian explosion mostly descending from 2048. (There was another 2048 as a parallel development, with significantly different visual style. Not sure where it falls in the timeline.)
If web gaming becomes a thing I think people should start thinking about a standard way to let people rebind their keys, through the browser or some common library.
On the rare occasion I still write in German, I use OS X' fantastic compose key feature: ⌥u makes two dots and any following key is then converted to an Umlaut, so ⌥u + u = ü, ⌥u + A = Ä.
Writing the scripts is ugly, but effective and not too tough
I've yet to find a reasonably good Linux clone of AHK, but then, most Linux games I've encountered tend to be quite configurable. Starbound comes to mind as problematic, but I haven't touched it in a few months.
In any case, QWERTY is not the default worldwide. The letters 'a', 'w', 'e', 'd', 'z', and 'x' have no special semantic significance for this game, they're chosen for their relative positions in a particular keyboard layout.
The actual game actions of 'shift upper left', 'shift upper right', and so on, should be able to be associated with any particular input - including other keys, or relevant swipe gestures on mobile.
I agree with OP - there should be a standardized way of doing this, so that game authors don't have to re-invent keybindings for every new game. (or, as they're wont to do, fail to re-invent keybindings)
But you are effectively changing the input method from "typing" to "gaming", so it makes sense to have to toggle some switch somewhere.
after 2 seconds: [0, 1, 0, 0]* => [0.1, 0.8, 0.1, 0]
after 4 seconds: [0, 1, 0, 0] => [0.15, 0.6, 0.15, 0.05]
after 8 seconds: [0, 1, 0, 0] => [0.25, 0.25, 0.25, 0.25]
* Probability of [left, up, right, down] move.
In reality my moves take more than a second, and I know I don't make perfect moves. So, over 4.5 hours.
2) The fact that the game doesn't drop only 1-tokens means that the time is shorter - again, since the 'total' accumulates faster.
That being said, the game is much, much longer than the previous ones - 2048->16384 alone increases the time by 8, and starting with ones instead of twos doubles it again.
Author should add this 4.5 hour estimate as a nice big warning message.
I'm done. I have banished myself from these kinds of games.
I sure do like the hex nature of this version though.
Why oh why?
(1 + 2 + 4 + 8) + (16 + 32 + 64 + 128) + (256 + 512 + 1024 + 2048) + (4096 + 8192)
I just played til I got a 2048 in a corner. It wasn't fun.
I think it is happening when a merge happens when it shouldn't. like 1.141 --> causes ..24X where X has the displayed number 1 but the colour and behaviour of a 2.
I'm not positive on that but it feels like something along those lines.
 I just got a disc which had the number was 4 in the top half and 2 in the lower. Moving the mouse off the screen and back again fixed it. I'm now figuring it's the browser rendering that's glitching rather than game logic.
1. Making harmful products is a bad idea.
2. If you chose to make a harmful product as a programming exercise, publishing it is a bad idea.
3. If you find someone else has published a harmful product, posting a link to a forum is a bad idea.
4. If you find someone else has posted a link to a harmful product, upvoting it is a bad idea.
Life is complicated. There is no simple formula that will tell you the right thing to do in the general case. And sometimes even when we know which is which, we end up doing the wrong thing because the right thing would be harder.
But when we know which is which, and the right thing is easy? Then, at least, we should be able to stop doing the wrong thing.
while not game over:
while these moves do anything:
mash a, z, and x as fast as you can
Think about it like shaking a jar of pebbles, where the heavier ones fall to the bottom.
Now simulate this by press Z->A & X->D back and forth
You can get a high score pretty quick. And if you see a situation where a low number is stuck at the bottom, make specific moves to get at that one, then go back to shaking the jar!
It should take at least 8 times as long to win as 2048.
I’m new to Firefox, any ideas on how to debug this? Disabling add-ons didn’t help and I’d rather not scratch my entire profile.
When the board is empty, you'll start and gain 1, 2, 4, 8, etc. pieces. You can often make pieces to combine with those easily, since you can move in any direction and the board is relatively empty.
Eventually, over time, larger pieces build up. 64, 128, 256, etc. You can't make such large numbers easily, and they'll start to be cluttered around and in between other numbers. When the board becomes congested, and when there are many different numbers in play, the challenge ramps up.
Certainly exposing the general public to powers of 2 is not a bad thing... especially with computers becoming more ubiquitous in our lives.