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3p0ch

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Top notch job of adding nice little touches like a GDevelop splash screen and juicy gunfire to keep the game feeling fun throughout. Might be nice to also have it save progress so you can restart at level 10-20-30 etc up to the last boss you beat, and skip the tutorial if you already played the game before and came back. (inb4 you reply "Nah, skill issue - you should just quit dying :p")

It does seem like it could be a very good game for players who are into grinding. That's just unfortunately not me these days. Big picture, I agree with the other reviewers who (in general) said to let the players know even sooner that there will be a permanent upgrade shop after each game-over, and if it wouldn't be too detrimental to your overall design goals then I might suggest making newly unlocked structures like new towers or mana generators being buildable from the outset after getting the perma-upgrade instead of needing to also progress through a level enough to actually get that bonus card dealt during the level.

A couple other minor comments for the next round of updates: Making the camera pan around seems a little janky – two buttons at once to move diagonal won't work, and buttons won't work at all if the mouse is hovering over the gun upgrade window while you're pressing.

There seems to be a bug if you click twice at the same spot while building a gun without moving the mouse between clicks then I think it builds two guns at the exact same spot(?) but is definitely not building a gun and then opening the upgrade menu for it like I was expecting.

bluemath responds:

Thanks @3p0ch for excellent feedback

> two buttons at once to move diagonal won't work
Fixed

> buttons won't work at all if the mouse is hovering over the gun upgrade window
will fix it in future

> you click twice at the same spot...
Great catch. Fixed. Now the new tower is selected on second click.

> making newly unlocked structures like new towers or mana generators being buildable from the outset

This will be possible by virtue of selecting specific Gods. Check the Pantheon panel.

> ... grinding ...

Check out my earlier TD game on Steam: Dofense. I made it specifically to avoid grind and focus on strategic puzzle aspect of TD gameplay. As for GoD, I'm exploring how to make the grind enjoyable. Ideally I would like to recreate the same experience as Hades.

Cheers!

It's not an intuitive game to get into so I feel like it might get underrated from players who just get overwhelmed off the bat and leave. Once you get into it and see the mechanics that are going on, it becomes clear how best to play it and appreciate it for what it is, although admittedly even then there's some random chance at play (which I found out when I got two faith nerf events back-to-back that rekt me)

Man it's hard to really control the bit and hit or avoid what you intend to without going off screen.

Reminds me of when I made Espionage and only a couple of ppl aside from me could actually play the damn game. I'd def recommend easier controls, at least at the start of your games, because for whatever reason gamers' brains are wired so if they feel like they can't control stuff easily then the game is the problem whereas if they can control stuff fine but they get their ass blasted by a swarm of enemies then it's on them.

ImmanentDeath responds:

You're absolutely right, but I'm not here to make games that are easy. Usually what I try to do is teach you how to play before I throw the wild stuff at you, that's why you have a few seconds at the start that's more or less just you trying to stay on-screen. Learning the controls is part of learning the game.

So basically what I'm saying is you gotta git gud.

I was going to complain that the bazookas were OP. But then I realized: they're goddamn bazookas, of course they're OP.

Doing a game jam in Phaser of all things, and making a touch-controlled joystick in the lower left that only appears when you're playing from mobile, gives you cred in my book. It seems like player movement might need to be multiplied by the framerate or something though because when I play on my laggy-ass phone the player swims around a helluva lot slower compared to the bullets than when I play on my lappytop.

nicolashdm responds:

Thanks for your review, I'll try to fix It =-D
Really easy to add the joystick though: https://rexrainbow.github.io/phaser3-rex-notes/docs/site/virtualjoystick/

I have no idea what I'm doing other than having figured out that amogus kills blocks (gradually) and blocks kill amogus (not so gradually). Yet, like plufmot, I oddly find needing to figure out wtf is going on somehow enjoyable in some sort of twisted way.

But I'd def recommend adding some sort of instructions, at least to the author comments (although I admit I'm among the 99.95% of NewGrounds users that never reads them).

Looking forward to the more levels! ^,^

NGL I have no idea if what I'm doing is really any better than swiping around as fast as I can completely randomly but it's fun to watch all those little dudes get tossed

It's an adorable puzzle game! Not gonna lie though, I'm still not sure if I actually got through the last level with the intended solution or if I just managed to jank my way down through the upper platform.

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Read the manual & try stuff

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Joined on 2/13/10

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