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It's ok, but there are some glaring things that seem like they should be modified:
- the long delay between pressing space and firing might have been an intentional design choice, but I can pretty much guarantee that most gamers would hate it and want to have their character feel responsive and easily controlled, with the challenge coming from tough enemies instead of tough controls
- jumping height on non-bouncy platforms is bouncy? maybe it was because I hit a spring earlier and a variable didn't get cleared to say I'm not on a spring any more now?
- falling is fast and camera tracking is slow so you can literally fall off the bottom of the camera view while still being in play
- it seems like you can control the character by mousing over the control symbols, and yet the mouse is hidden?
- springs don't work correctly if you jump up and land on the spring

k7games responds:

Thanks for the detailed feedback I am working on fixing the bugs and making new levels and bosses.

It really needs instructions, specifically how to make the brown 'coon use actions when escaping the very first room (I was able to cheeze the first level with just one 'coon pressing both buttons by moving fast and spamming space), even if it's just a brief overlay at the very beginning showing which buttons are used to control the 'coons. And the game freezes if you press Escape and choose Quit to try to go back to the main menu and see if there were instructions that you overlooked earlier.

fenr97 responds:

Thanks for your feedback! I have added controls to the pause menu and changed the quit button to go back to the main menu.

This is hard but it's frenetic and fun for sure! I'm not 100% sure whether the Egg Mode you can toggle in the main menu affects the rolling mechanics and makes you roll either like a sphere or an egg shape, or whether that was just me imagining it made it easier after I had practice playing, but if that does make a difference in game mechanics then maybe let people know. Especially for the acorn levels since that's some punishment right there.

Oh and if the author comments means there are some bugs needing fixing (I can't see other comments while it's under judgment) then maybe check the discord and run it by Figburn -- in the discord it seemed at least to me like bug fixes to our games after the deadline might be ok but adding more content after the deadline isn't. The only thing I noticed was that it doesn't save my times and acorns if that was intended; my browser's Dev Tools window in the Console pane mentions an ArgumentOutOfRangeException but IDK if that's really a culprit or a red herring like all those error messages I got and blithely ignored when I was using Unity :3 Good luck!

Trent-Sama responds:

Yeah the egg mode changes the collision of the player to an actual egg shape, it's pretty chaotic but goofy. I actually didn't have time to make the best times and such save between sessions, but I'll try to update that in once the jam is over. Thank you for the review!

I played the whole game on Chrome and there weren't any visible bugs for me. It was really enjoyable and the gameboy style graphics from title screen to end animation were quite good! About the only thing I might've liked would've been other control schemes since A/D, J, and Space felt weird but that won't stop me from giving five stars. If you think you might want to add alternate controls then ask Figburn in the Discord -- it seemed to me that little tweaks like that might be fine but we're just not allowed to add more content to our games at this point. Good luck!

JJGamez64 responds:

A new control scheme has been added ;)

It's crazy fast paced and fun even if I barely feel like I can control the egg enough to hit stuff without it being mostly luck, and the 2D line art in a 3D world gives it a cool visual effect like I'm running through a comic book.

Next time I go to a Japanese restaurant I'll ask if I can see their flying metal octopus chef.

MonoFlauta responds:

Be careful to not hit him or he will start to throw bottles at you!

Thank you for playing :D

Good to see a selfdefiant game again!

It looks like the top of the screen was partially cut off because of using Unity's default HTML5 template. It's been a while since I've used Unity since I decided I like Godot Engine better, but there should be an option to change the template from Default to Minimal (see https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-templates.html ) so it doesn't add the stuff at the bottom and push the game window above the top of the canvas. Alternatively I guess you could try to figure out the height of the stuff that the default template adds and compensate for it when you specify the size in your NewGrounds project, but probably easier to just use the minimal template when you make an HTML5 build.

selfdefiant responds:

Thanks. I will update it and fix that.

Does anyone else think it's tough to distinguish the shades of blue? If so give a kitty-face reaction to agree, if you disagree and maybe my monitor is just too sucky for this game give an OMG.

Sorry I'm a dude and can't tell aqua from cyan from teal from sapphire and might need something else like shapes or numbers or smth to tell 'em apart.
Other than that good game so far.

Mandigondo responds:

Thanks for the feedback. I am also not an expert on colors and I chose them so that they could be distinguished from each other. But still, not everyone has to distinguish them from each other.
Symbols or numbers would surely make it easier to distinguish colors. I just don't know if they'll be visible enough. I have to do tests.

I'm assuming everything from the base sprite assets up was made during the jam if you're listing Aseprite in the software, and if so then its overall look and feel is very polished for a game made in nine hours. Especially if that includes music. The gameplay mechanics were good for a jam and the difficulty ramped up nicely; the only thing that seemed a little awkward to me was handling the weapon changes with numbers while moving with WASD (the mouse wheel seemed too imprecise), but considering how complicated the controls to Mech Squad will be if/when I get that game ready I'm hardly one to talk ^,^

Also props for replying "git gud" to someone who says the game is too hard.

HealliesGames responds:

Yes, all the resources were made during the jam. I've also gave a shot to LMMS for music, which is a really good free and open-source DAW.
Numbers are the standard keys in FPS / TPS games for change weapon, but I agree that they're not very comfortable when you have to do it rapidly.
Even if not listed in controls, you can also use spacebar to switch!

Thanks for feedback man!

It's a really nice looking game but I would've liked to have a save feature in it. The easiest way to do it in Unity would probably be by setting the data in PlayerPrefs and saving whenever the player finishes a level, and when the game loads again checking PlayerPrefs with HasKey and getting the data if so. But be aware that if you do that and then post more updates to the game in the future, players will lose their save data whenever the game gets updated. I found a fix for that so players won't lose the save data stored in PlayerPrefs if you update, and I posted a description of how to implement it with source code at https://3p0ch.newgrounds.com/news/post/1086279 if you'd like to use it.

nomlan responds:

we just realized that playerprefs was an option, thank you for telling us !

Spebby responds:

This is a huge help! Thank you so much!

It looks nice, but seems like it's at a pretty early stage in development right now and easy to figure out how to win. It seems like the mechanics might get limiting, but I'm constantly surprised by puzzle games that seem to accomplish a lot with minimalistic mechanics, so maybe there's still plenty of room for the game to grow. I'm interested to see what comes of it, and wish there were a straightforward way for NewGrounds to notify people when updates to an already published game happen.

LeviRamirez responds:

It probably won't get any more complicated than this tbh, I like the simplicity of just going back and forth seeing who dies first. But I do plan on adding more "Strategy" items and some more elements to battles like status effects.

also probably the best way to get updates on this is to follow me on twitter, If there is a major update for this game I will post it there and others will share it around

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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