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3p0ch

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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.

It's a very good puzzle game but is there any way to make it save progress if you leave and reload the page?

Pjorg responds:

Unfortunately that feature doesn't seem to work on newgrounds. Not sure why this is. You can try playing it on https://www.puzzlescript.net/play.html?p=6b5b9a5ccdfb7bd5d88ab66ad83ce882

EDIT: this user sent me a PM with a fix to get it working on here. Thank you!

It looks like it doesn't save progress, and adding a mechanism to save would be very useful since this is a puzzle game with a fair number of levels. Aside from that, I'm glad that I played through the whole game in one sitting before refreshing and writing a review because it was fun to play, and was a fresh concept for a puzzle game or at least I can't think of an example where I've seen it done before.

CommanderJersey responds:

The game has just been updated to include automatic saving! Thank you for your kind words.

If you want to also use NewGrounds leaderboards you can try this GDevelop implementation of the API
https://3p0ch.newgrounds.com/news/post/1211786

HelperWesley responds:

Thanks! I might just do that. 👀

I've never tried any of the Newgrounds tools, like achievements or (now that I know) the leaderboards. 🤔

Oh shit I hope that's not my Godot API implementation that was causing all the fuckups! If so then lemme know and I'll look into why it's throwing all those cross-origin request errors.

Just-a-ng-dummy responds:

I've been using a different godot api system, although I have been thinking of using yours!

After waiting 20 minutes for this gigantic game to load, it doesn't run and throws an error (in Developer Tools / Console panel) of
UnityLoader.js:4 exception thrown: abort(-1) at Error
at jsStackTrace (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:22313)
at Object.stackTrace (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:22484)
at Object.onAbort (https://uploads.ungrounded.net/alternate/1835000/1835610_alternate_172092_r1.zip/Build/UnityLoader.js:4:11118)
at abort (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:547807)
at _WebGLWindowOnFocus (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:63762)
at wasm://wasm/069cb282:wasm-function[41161]:0xec62e6
at wasm://wasm/069cb282:wasm-function[41160]:0xec629d
at wasm://wasm/069cb282:wasm-function[41164]:0xec6348
at wasm://wasm/069cb282:wasm-function[28208]:0xc26089
at wasm://wasm/069cb282:wasm-function[78107]:0x170317c
at Object.dynCall_iiiii (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:513250)
at invoke_iiiii (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:359503)
at wasm://wasm/069cb282:wasm-function[76158]:0x16ab681
at wasm://wasm/069cb282:wasm-function[75475]:0x168abd2
at wasm://wasm/069cb282:wasm-function[4653]:0x1f72ad
at wasm://wasm/069cb282:wasm-function[4652]:0x1f71d6
at wasm://wasm/069cb282:wasm-function[9715]:0x3e4388
at wasm://wasm/069cb282:wasm-function[9713]:0x3e3b8c
at wasm://wasm/069cb282:wasm-function[9706]:0x3e2b37
at wasm://wasm/069cb282:wasm-function[10969]:0x452d63
at wasm://wasm/069cb282:wasm-function[10968]:0x452a4c
at wasm://wasm/069cb282:wasm-function[10966]:0x452933
at wasm://wasm/069cb282:wasm-function[10962]:0x452318
at wasm://wasm/069cb282:wasm-function[10955]:0x451e4d
at wasm://wasm/069cb282:wasm-function[10818]:0x43f4f5
at wasm://wasm/069cb282:wasm-function[10817]:0x43f08c
at Object._main (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:496607)
at Object.callMain (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:546595)
at doRun (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:547271)
at run (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:547439)
at runCaller (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:546214)
at Object.removeRunDependency (blob:https://uploads.ungrounded.net/4074d0eb-e4af-4cbd-a6b1-6dc39fc69e4c:8:28777)
at processDataJob (https://uploads.ungrounded.net/alternate/1835000/1835610_alternate_172092_r1.zip/Build/UnityLoader.js:4:5421)
at i.callback (https://uploads.ungrounded.net/alternate/1835000/1835610_alternate_172092_r1.zip/Build/UnityLoader.js:3:19246)

And it keeps throwing that error even if I try reloading the page.

I want my shotgun to blast the rocks with :P

Srsly though it's super fun although I fall into the camp that says the controls do feel a little floaty. I'm not sure whether that's because the inputs are set up to have some acceleration and decay or whether the momentum is just an illusion from having a 3D camera following you in chase mode. But it can be gotten used to. And I kinda wonder whether mouse / touch controlling would be doable and make it mobile friendly.

Steventus responds:

Thank you for your comments!
Mouse/Touch control could definitely work but after working on this post-jam version, I think I'm done with the game as is. That said, I could revisit it somewhere down the line!

And thanks for your thoughts on the controls again, looking through more of the feedback, I think it would have been better if the controls were tighter, but still retain the speed it required. Thank you!

I got confused when it said "Hold x gain speed" and I was holding down x but not speeding up -- maybe something like "keep momentum" would be clearer about what you need to do? Otherwise really well done guys!

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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