Project ideas from Hacker News discussions.

Ghosts'n Goblins – “Worse danger is ahead”

📝 Discussion Summary (Click to expand)

1. The game’s brutal difficulty
Many users lament how unforgiving the NES version of Ghosts ’n Goblins is, especially the “air‑control” and “random spawn” mechanics that can ruin a jump.

“I have been playing that game since I was like 10 and I've never gotten past the fucking ghost ship.” – Loughla
“The PSP version of this game was a lot of fun, if frustrating in how the 'random spawn' of enemies really cut against some of the difficulty.” – taeric

2. Nostalgic memories of the NES and early consoles in the UK/Europe
Several comments recall the cultural context of the NES, its competition with the Master System and home computers, and the shared childhood experiences of owning a console.

“The NES was pretty popular in the UK, wasn’t it? … I remember getting Super Mario Bros 3 for Christmas one year.” – kennyadam
“I had a Gameboy before that. … Nintendo games had multi‑person dev teams instead of some poor guy looking at a video of an arcade machine and trying to recreate it on a Spectrum.” – pipes

3. Design choices that shape gameplay experience
Users discuss how specific mechanics—air control, boss rushes, the “illusion” ending message—affect playability and player perception.

“Speaking of Ghosts n' Goblins – there was a discussion on HN not too long ago about platformer controls in old video games (air control vs. non–air control), and how being able to control your character in the air mostly won out.” – vunderba
“I discovered MAME and ROM repositories, and with the aid of its cheat system, I pushed through to the bitter end of Ghosts n' Goblins. And damned if I wasn't rewarded with the message, 'This was all an illusion created by Satan.'” – Supernaut


🚀 Project Ideas

Generating project ideas…

Ghosts 'n Goblins Jump Planner

Summary

  • A web app that visualizes enemy spawn patterns and safe jump windows in Ghosts 'n Goblins, addressing frustration with random spawns cutting jumps.
  • Core value: gives players a clear map of safe paths, reducing trial‑and‑error and making the game more approachable.

Details

Key Value
Target Audience Hardcore Ghosts 'n Goblins players, speedrunners, retro gamers
Core Feature Level‑by‑level enemy spawn timeline overlay, jump window calculator, save/load strategies
Tech Stack React + D3.js, WebAssembly for performance, Node.js backend for level data
Difficulty Medium
Monetization Hobby

Notes

  • taeric said: “random spawn of enemies really cut against some of the difficulty.”
  • Loughla: “one chance to point your jump in the right direction was INFURIATING.”
  • Provides a practical utility for players who want to beat the game without endless frustration.

Retro Air Control Enhancer

Summary

  • An emulator plugin that injects air‑control physics into classic 8‑bit platformers, solving the lack of mid‑air movement that many players dislike.
  • Core value: modernizes old games, making them more playable and enjoyable.

Details

Key Value
Target Audience Retro gamers, emulator users, speedrunners
Core Feature Real‑time patching of controller input to add horizontal acceleration while airborne
Tech Stack C++ plugin for RetroArch, Lua scripting for configuration, optional Python CLI
Difficulty High
Monetization Hobby

Notes

  • vunderba referenced the debate: “air control vs non–air control” and that air control “mostly won out.”
  • This tool directly addresses that frustration for games like Ghosts 'n Goblins.
  • Sparks discussion on preserving authenticity vs improving playability.

Boss Rush Customizer

Summary

  • A web service that lets players design, reorder, or skip boss rushes in retro platformers, reducing artificial length and frustration.
  • Core value: gives control over game pacing and difficulty.

Details

Key Value
Target Audience Retro gamers, speedrunners, casual players
Core Feature Drag‑and‑drop boss sequence editor, difficulty scaling, export patches for emulators
Tech Stack React, Node.js, SQLite, WebAssembly for patch generation
Difficulty Medium
Monetization Revenue‑ready: freemium with premium export packs

Notes

  • vunderba: “Whenever a friend complains about how much they hate games with boss rushes…”
  • Allows players to avoid “artificially inflate the length” of games.
  • Encourages community sharing of custom rushes and strategies.

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