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3p0ch

410 Game Reviews

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Does the player not get any ammo, or is there some other reason I can't shoot?

Edit: I see what's messing it up -- it has to do with the gamepad. I'll send a PM since this gets complicated.

MountJoyGames responds:

Was your cursor visible? Should be unlimited ammo

Kinda neat to see it done in 3D. I'd recommend a keyboard button like space to shoot instead of having keyboard control movement and left mouse button shooting, and to have it repeatedly fire when held.

chris3232 responds:

I've already done that. I Just have to upload it!

I can't play, it just says
exception thrown: RuntimeError: memory access out of bounds,RuntimeError: memory access out of bounds

Reloading the page doesn't help. Neither does switching browsers between Firefox and Chrome.

chris3232 responds:

This keeps happening, I have no clue why!

At first I played and overlooked the thing about holding shift while using the mouse wheel so didn't see much here, and now I'm very glad I came back and looked at it again. Upshrimped. Now I just need to upload my Shrimposer and Shrimp Paint art to Shrimpgrounds.

I just wish there were a way to play against an AI because waiting for an opponent maxed out my attention span.

larrynachos responds:

I think im gonna remove the region matchmaking lol, I thought it would help keep ping down but maybe it's spreading the players too thin.

Battling against AI was never planned, single player was going to be a target challenge mode and some minigames but we never got around to it. Also waiting for a player was supposed to have a minigame to keep you busy too but we ran out of time. Just a few kinks to iron out!

Thanks for the review!

Edit: I've removed regions, and added a minigame while you wait! It's a simple one but I wanna add more over time! The waiting for opponent screen becomes It's own arcade lol

So far it's my favorite game for Pico Day! The UI for player selection seemed weird especially for a single player; it might be more intuitive to do smth like have the mouse control a cursor and/or both WASD & arrows control a selector where there's a row for each player to select human / AI and which character to use. But the actual gameplay was sick.

It's enjoyable so far, but one comment: For a 3D platformer, I would recommend making the player cast a shadow on the ground so people can tell where they are when they're jumping.

Since the player's character is 2D, probably the best way to do it would be to attach a 3D sphere somewhere high above the player (outside the visible space when playing) and add a directional light to the scene pointing straight down with DirectionalShadow set to Orthogonal. As long as the walls/ceiling have their cull set so they're not visible if you look at the scene from above (which looks like it's the case) the ceiling shouldn't cast shadows and you should be able to see the player's shadow -- I'm doing that in the game I'm working on now and it seems to work well. If the ceiling is casting shadows so you can't see the player shadow, and the ceiling and floor are on different meshes, you could go to the ceiling's MeshInstance under GeometryInstance - Geometry and turn CastShadow off.

Scootakip responds:

Definitely the most requested fix, it'll be out in the next patch! Thank you for playing!

FYI I wrote code to make Unity not lose save data when you publish updates and the source code is freely available.

If you're using PlayerPrefs, this would be the easiest implementation
https://3p0ch.newgrounds.com/news/post/1086279
and check puetsua's and IncontinentCell's comments at the end because I wrote that a couple years ago and maybe Unity updates since then have made it need tweaks.

If you're not using PlayerPrefs but you have the save data in a single structured object (or can get it into one) then you can use/cannibalize the Unity implementation of code I originally wrote to make it so multiple game devs could run a multi-game collab and just use it for a standalone game, which also prevents save data loss when you publish updates
https://3p0ch.newgrounds.com/news/post/1099579

If you incorporate either of these implementations then the save data will be wiped when you publish that update, but for any more updates in the future it will persist.

EnokiTheGame responds:

Thanks a lot for these resources!

We will have a look at them (and hopefully implement them, too :D) when we come around to it.

It's fun for sure. My only gripe was having my mirrors break on me -- when I died I think it was because the mirror breakage led me to a situation where it was impossible to kill the shielded enemy that rekt me. If players can just end up screwed like that then I'd consider it cheap, OTOH if I need to git gud and figure out what makes the mirrors break and find a way to not end up in that situation then I guess that's on me.

JauqGames responds:

Glad you think its fun! Mirrors break when they are used to finish off an enemy (any enemy) Here's a tip: There are 4 mirrors that never break (They are thicker, double layered) I carefully placed these ones to allow the destruction of shield enemies if they get too close to the player's zone. Though it is best to try and save those back mirrors for the shield enemies.

It's fun but it seems buggy. Specifically: it seems to block off lava areas in a set order instead of blocking off specifically the ones that you've hit, the other god's efforts to stop you don't always appear when they're blocking you, and the guy doesn't turn around when you change direction running. That said, if this is an unpolished version of a 48 hour Ludum Dare game, it is enjoyable considering the restraints of a game jam.

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Joined on 2/13/10

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