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3p0ch

415 Game Reviews

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still a work in progress

The very beginning was weird. I wasn't expecting to be injured by just running up to a rock, and could barely see the bullets right after it, let alone the helicopter, so the toughest part of this intro was at the very start! I wouldn't put that at the very beginning, and would add a sound like a "yip!" when he gets injured. It also needs a way to restart after the game over screen without refreshing the browser. Then focus on making the game play feel smooth and the mechanics and collisions and stuff seem natural. I somehow get the feeling that I would like it more if the camera were zoomed out a bit so to speak; if everything were a bit smaller and you could see more of the area. A minor point, but the transition between levels was very fast, which I kind of liked actually, but maybe add just a brief caption at the top of the screen saying "Level 2" or something to make it a little less disconcerting.

problem with bonuses

when you finish the game and turn on puke scope or whatever, then go back to the main menu to play through again with the bonus, it forgets that you've gotten the medal and won't do the bonus thingy.

woot, teh scrolling's fixed!

Works very well with scrolling now. A nice little puzzle game with added challenge thrown in by the fact that you have to wait until teh kitteh's moving to build, and often have to build certain things at specific times. Still sort of easy though. I had some stuff left over after most levels, even the high ones.

3d!

It's almost like Unity... except for the fact that it doesn't lag like a total be-yach on my $2.99 P.'o.S. laptop! :D Well done. Fullscreen mode plz?

!!!

To some degree, I agree with the others, in that a lack of a "quest" format leaves a little to be desired and makes this feel a little more like a demo than a complete game. That said, if you call this a demo, then it would have to be the best flash demo that I've ever head the pleasure of playing. Graphics, music, and gameplay are all superb.

It was difficult to distinguish what stuff actually acted as walls and what was just confounding decoration that could be swum through, and there was an awful lot of confounding decoration. That made it more challenging and actually a bit more fun to explore, but when it came to racing it started to annoy me. If I were very motivated to optimize my racing, I might go from checkpoint to checkpoint slowly and meticulously on a mapping run to figure out the optimal path and memorize it for an actual race. But that seems like more work than I really want to do because I'm lazy.

The acrobatic subgame had to be my favorite. I'm very much looking forward to another William and Sly, and would like to see such acrobatics play a role in it.

Me no likey the quiz tho.

since you asked about setting combos

This looks like it will be fun when it's done. Plz see audio portal for cool loops to play for background music. My proposal for settings:

hero speed = 10 throughout entire game

level 1: # enemies = 10
# swarms = 1
enemy speed = 5
aggression = 0.5

After 25 kills
level 2: add a second swarm (in addition to the first one) where the new enemy has
# enemies = 10
enemy speed = 3
aggression = 1.5
(These enemies can be easily "kited" and sniped from afar, but will keel you if you get close)

After 25 more kills
level 3: add a third swarm with
# enemies = 5
enemy speed = 12
aggression = 0.5
(Introduces enemies that are faster than the player, but that aren't really much of a threat)

After 50 more kills
level 4: add a fourth swarm with
# enemies = 10
enemy speed = 9
aggression = 1
(I find that matching the hero's speed seems to make them tougher)

After 100 more kills
level 5: add a fifth swarm with
# enemies = 5
speed = 6
aggression = 0.5
but... THEY EXPLODE ON YOU IF YOU TOUCH THEM muahahaha

And keep adding more swarms with varying attributes as you progress.

CasparSiebel responds:

Thanks for the review, ideas will be incorporated.

holy shiznick

That was way harder than I expected with the cutesy graphics. Jumping sharks, lazer eyed sphinx, deadly mountaineer flagmen, wtf?

truth in advertising

You said this was an intentionally glitched game, and you delivered all right.

Congrats on making the buggiest game I've played in the past three minutes! :P

looks kinda like a stripped-down gamejam entry

Just use pictures of a hookworm eating bacteria inside an intestine instead of basic geometric shapes, and slap some silly music on it, and you'd have a legitimate time-waster on your hands!

finally, TD troops can move

The ability to move makes this game fun. But controlling it felt much more clunky than necessary, mostly because you need to scroll around by moving the mouse to the little arrows at the edges of the screen. Simply having the WASD or arrow keys scroll would have made it easier to control and a bit more fun; shrinking the sprites so the entire map could fit on one screen would have been even better. (If you still want to be able to show off the nice graphics and were really ambitious, you could have the spacebar switch between a close up view for fine control and nice graphics, and a zoomed out view to more quickly and easily control over the entire map.)

And of course like everyone else will probably ask for, more variety in the types of units and enemies, and different maps.

webmasterweb responds:

Hi Friend, thanks for your comment... Now i modify the game so that is possible to use arrow keys to scroll aroud... Byeee

If you like hard games try my Daxolissian System series

plasmid @3p0ch

Cat

Scientist

Read the manual & try stuff

So Cal

Joined on 2/13/10

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