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Sort of addictive, but I can't seem to get through the "Leave none alive ... take everyone out" level no matter what I do, even if the area is cleared out and I keep killing spawns pretty quick when they do show up.

YellowB responds:

Allright! FIXED! :D

I loved the Linx games so of course the mechanics are right up my alley. The graphics, sound, and overall ambiance are much nicer and more refined with JoinTheDots. It's hard for me to be a good judge of the difficulty; I just went straight to the last levels in the packs (thanks for not locking them btw) but I think that's just because I have experience from Linx and the difficulty might be fine for people who haven't. The only minor issue I had was distinguishing the colors on the large levels when there were a lot of different colors in play -- if you're still inclined to do any more coding then maybe having both ends of a pair get highlighted when you mouse over or start dragging from one of the pair would help, but the game is very good as it is.

PocomaxStudio responds:

Oh, I love your comment... I would like to see more of these.
" if you're still inclined to do any more coding then maybe having both ends of a pair get highlighted when you mouse over or start dragging from one of the pair would help"

I am planning to transfer the game to mobiles at some point, and there will be no option of mouse over there - as it is just tapping... but it is INDEED true that the colors are hard to distinguish when the grid is at maximum size... which leads to more moves, and less earned stars.

I will be thinking on that...

Thanks again!

I'm guessing I'm having the same issue as mrghillie -- I cleared all the blocks from the first level and the game just continued with the ball still bouncing around. I let it pass through the bottom of the screen and it said the blocks win and I lose. Using Chrome on Windows.

I'm not sure how it determines what angle to make the ball come off the paddle, but at one point I had the ball going straight vertically up and down on the right edge of the screen with no way I could discern of changing its trajectory and getting out of the side of the screen until I just let it pass and restarted.

SpiritRetro responds:

for some reason unity 5 doesnt want to let my variance code work, trying to resolve that issue myself.

okay i see what you mean about no win transition, that's a weird one, i'll check my code for that one

I got the same bug as krystalpyre. In the first fight, I tried to hit the guy and the game froze with the error message "failed to load: /img/animations/StateDeath.png". I'm using Chrome.

Also, why are my Tequila Crew game saves showing up in your game? D:

sp3ctra responds:

We have problems with the game because we were needed to make the game 250mb to get in on NewGrounds(and the full game is 800mb) so the only thing that I can do it's to make a website and run it by myself there to have the best performance.

It's an art game that seems to exist in a game format mainly to serve as a way of making the story more immersive, rather than being what I would really consider a game. The puzzles are trivial to solve; the only challenge was finding them and figuring out the order they're supposed to be done. Caio95 alluded to the other thing that bugged me: exploration in a mostly desolate world with a slow-moving character in a round window became more of a chore than an enjoyment.

This might be nice as a pure art game if you're into that sort of thing, and I'll give you credit for achieving the tone that I think you were trying to set, but it's not my cup of tea unless it's also fun as a game. (The game Perdition is the best example that I can think of at the moment.)

Wad1m responds:

Fair enough, everyone got his likes. Thanks for playing and giving s honest feedback

This is a very well done game, and if anyone whines about the difficulty, you have my permission to reply "nah u jus sux. git gud." :D

I agree with oracle85: a) that's totally a dude. Agreeing with ytrfamli: b) I thought there would be more stuff behind those blocks on the far right ;_;. Agreeing with most everyone else: c) the wall jump would be better if it were instead a wall climb the way this game is designed. And disagreeing with most everyone else: d) if people complain about wanting a better map then they can get a pencil and paper and make their own damn map.

esayitch responds:

Haha, that first sentence made me laugh xD The game is not for everyone, it has its target audience and I think it's target audience will enjoy it. When it is played by people who are not the target audience, it will obviously not be enjoyed.

Finally someone who agrees about the map xD

I like strategy games; meaning that the player has to look at the scenario they're faced with and come up with a creative way to approach it. So the teleporters that take you to another location that you can't determine without a bunch of trial and error was a turn-off for me personally. That aside, this is a pretty well-made game with appropriate graphics and appealing music, but overall I can't really say that I would call it fun.

demiank responds:

Thx for the review!

I thought the teleporters would give the levels a more dynamic feel. I'm guessing the ones that teleport you offscreen were the ones to disorient 'and frustrate' you the most.

I don't think I've played long enough to really leave a proper review (normally I like to finish the game first), but I have one burning question for you:

What determines whether your character sticks his landing on a higher platform or falls through to a lower platform?

That would greatly affect how I play the game, and the answer wasn't obvious when I was playing.

epictailgames responds:

Normally you should stick on platform that You landed. You could fall from platform by pressing down. If it is not the case it could be bug or framerate isues

This is a game where the main appeal point is from having choices that affect the outcome of the game, and in this demo there are a ton of trivial choices that don't affect anything and one choice that affects which mission you go on before returning to the main storyline. Even if you purposefully choose options to piss people off instead of proceeding along the main storyline the game just blows it off and keeps going, which is kind of irking to the player when you realize a game about making decisions is doing that. And if the dialog choices did make a difference, I'd have liked to see more choices about how to deal with people or situations than "be nice" or "be mean". Like choose whether to A) work with Roderick, or B) feign cooperation with him to make him think you're on his side but with every intention of betraying him when it suits you, or C) telling him you think people like him are sacks of shit who you'd love to take down, or D) play it neutral and say you'll treat him like everyone else and help him with anything reasonable but wouldn't want to be caught up in screwing over people he considers "enemies". And when the choice between forging the letter and fetching the weed comes up maybe have other options like trying to talk Marcus into finding evidence that his speakers got stolen and showing that to the perp to force him to give the speakers back or else get busted by the cops (Medieval Debate time!), or telling Devin he needs to cut out the weed 'cause the shit will fuck him up long term, or sending Rosalina to do one mission while you do the other (maybe having her indulge in the pot herself after she picks it up and ending up smoking it all by the time she gets back and being really shitfaced in the next scenes). Or having different cliques of friends to hang out with (not making an exclusive choice, but being able to interact with each of them to varying degrees) – the tequila guys, some jocks who beat up nerds, some musicians on drugs, some engineering students that invent shit, a frat of skirt chasers, the girls who sometimes get annoyed by or sometimes enjoy the skirt chasing, etc. – that might or might not get along with each other and get irritated if you try to play all sides and be everything to everyone. I know that would be a shit-ton of work to program, but if this is to be a game about making choices that affect the outcome, I think having a broad game with a lot of branches would be more important than having a long but fixed storyline. The humor and attitude of the demo is great, I would just say to expand it in a story universe as rich and complex as you can afford to make it with the time you can reasonably spend programming.

Also agree with pretty much everything AACMIV said, especially about making text go faster if you expect people to replay the game going down different branches to see where the different paths in this universe would take them.

If this game is played in a web browser with a mouse: if you click inside the flash player viewport and drag up or down beyond the edge of the browser's window, then the browser will scroll the page up or down which severely interferes with the game. (At least with Chrome, I haven't tested other browsers.) One workaround for that is to have the browser in fullscreen mode while you play so you can't click-and-drag outside the browser's window, but that doesn't seem like an ideal way to handle things from a programmer's point of view.

GriseGames responds:

Hello! I have additioned the fullscreen mode in pause menu and main menu in this new version. Thanks for your feedback!

If you like hard games try my Daxolissian System series

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Joined on 2/13/10

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