Show HN: Mic Drop, a real-time multiplayer karaoke game

53 points - today at 12:46 AM

Source

Comments

socalgal2 today at 7:15 AM
Not to take away from this game, but I had a friend who said he got lots of joy from Smule. IIRC it connects you with a random stranger, you can opt into having it auto-tune your voice, and you sing duets.

It's been out for 14 years?

https://www.smule.com/

lots of sample videos on the site. I never had the nerve to play nor a place I'd feel comfortable singing out loud (apartments with thin walls)

driese today at 6:58 AM
Nice one! I built something similar [1]. It has you type in the name of the actual song and artist and the game compares it to a database of lyrics. The goal is to find as many songs as possible that contain a given word (or one of its derivatives) within one minute. Getting actual lyrics was the hardest part, so not all songs are in there.

[1] https://deriese.net/songs.html?t=hn

HaloZero today at 3:22 AM
I played this as a camp game when I was younger. You formed teams and just had to sing a song with a generic word like "love". Cute
Waterluvian today at 2:30 AM
I saw a real time multiplayer comedy open mic night game. I felt the premise was just fantastic even if it’s a moderation atom bomb.

That and this are clever ideas.

mortar today at 1:05 AM
This looks fun! Had to open two tabs on my phone to test it before I consider sending it out to others. I often play a “sing a song from a word” game with my sister so it’s cool to see a framework around it.
koolala today at 3:30 AM
Karaoke is kinda over-selling it. The entire game is just a 1-word prompt. Calling it a Singing game seems more accurate.
FrenzyDeveloper today at 2:32 AM
wow. thats an amazing concept.
vatana7 today at 5:47 AM
nice
useiris today at 1:19 AM
curious how you keep the lyric highlight in sync across players given this is browser audio, not a native client. each phone's audio pipeline has different buffering (bluetooth headphones alone can add 100-200ms of latency depending on the device), so if the highlighted line advances off local playback position rather than a shared server clock, two players on the same "beat" can end up seeing different words highlighted, which matters a lot for a game about lyrical timing. also on iOS safari specifically, an audio element started from one gesture and then paused/resumed later (someone switching tabs to grab a drink) can get stuck needing another user tap to resume playback, which for a fast round based party game would just look like the game silently broke for that person mid round.