No login, just give me a url (http://sinkabuddy.com/f8jNsh1o) that I can IM to a coworker to start playing with. I don't want to have to require both of us to sign in with Facebook just to play a video game during scrum.
The link/guest type signup is something we'll probably do quickly, invite via email or url.
does the birthday make it more awkward? We thought about removing that permission..
As someone else pointed out, the HN crowd cares more about our privacy than the public at large. Respecting people's privacy isn't about how many people care about it.
Also, the graphic design is pretty bad.
Stop forcing social logins, especially ones tied to networks where there's a high degree of likelihood you'll post random shit "as me" that I most likely don't want to be posted.
This diagram might explain our reaction a bit better: http://i.imgur.com/oXtWdH2.png
EDIT: Aaaand when I refresh the page it seems like everything is gone.
EDIT 2: There should be a way to return to my list of games from the game screen.
EDIT 3: I notice there is a way - you click the top bar - but it should explicit, you have the space to include a back button on the side anyway. I also am unclear on how to remove the position of a ship I've already placed, and the error messages need to be polished a little. "You have placed too many lage_ship ships" isn't super user friendly.
Saving config would be good, i'll throw that on the list of things for this weekend :). Thanks for the feedback
Where are you folks located? Interesting time to post :)
The fact that so many games have Facebook only login is a sign that when done right, with a demographic of players that accept it (almost all, the SF Bay Area is way more anti facebook-login and sharing than most of the rest of the world), the players you lose by having only Facebook login are made up for by the viral spreading you get from Facebook users.
The caveat of course being that you have to design, from the ground up, for the game to spread through Facebook. If you don't, it's not worth it. But if you don't, you need some other strategy to make the game spread, and there are very very few unfortunately.
Since I don't have access to the game, could someone explain the part of the game design that goes beyond the concepts of the classic Battleship game?