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It looks like it'll become a good game. My two cents are that when you're in the natural world at the beginning, I tend to prefer having a keyboard button to attack instead of mouse button to attack, unless the attack is targeted toward the mouse cursor which would make binding to the mouse button more appropriate. Once I was in the rift, getting LMB to control the movable platforms was sort of hit-or-miss and I would often just have the player attack instead of grabbing a platform to move. The very first one messed me up because it swapped the platform opacity when I moved it all the way down to jump on it -- I'm not sure if that's even intentional or a bug but it's very unintuitive and unnatural feeling. It was also a little unintuitive that you could only move the movable blocks while they're transparent but not when they're solid, and I'm not completely sure if that's a bug or a feature (it would be fine to keep as a feature if intended). I could get through the rift until I reached a point where there were two back-to-back vertically moving blocks with the same start and end y-coordinates and I couldn't manage to grab and move either of them (most of the time when I tried clicking on them the player attacked, but I could occasionally click on them and have the player not attack but was still not able to move the blocks afterward), so I stopped at that point.

doublemindgames responds:

Hey thank you for your tips and feedback, that will help us a lot in the future!! We choose to put the attack button on the mouse because of the rift! Isnt intuitive to put your hand on/off the mouse all the time(cause we need the mouse to move block in the rift). About the miss click on LMB to move blocks, the window its to small, If you do CTRL + the window game it will be bigger, and the cursor it will be smaller. I dont know if the website has a FullScreen mode, I coudnt find. But that will solve thist problem. About the line limits, was intended, you need to be careful moving the blocks. Try to do the thing with CTRL + and let the window bigger, it will be much easir for you, and let me know if was better! Thank you for you comment, you helped us a lot with that <3

Looks like I'm not the only one who experienced problems with music crackling in my Godot game, which just started recently. I posted a way to fix it (done on the game dev's side, not the player's side) at
https://3p0ch.newgrounds.com/news/post/1148893

GabeMalk responds:

Thanks a lot!

It's tough for me to even play because I can't see the whole screen at once. Even if I change the zoom inside my browser, it shrinks the area for the game canvas, but the actual stuff inside the game canvas doesn't get scaled down proportionally so stuff just gets cut off the sides. That seems to be something inherent to Godot because I just went back and looked at my game and it does the same thing. Elements that are positioned by control nodes do actually reposition like you would expect them to, but the entire game doesn't scale like you would expect. So I'd probably recommend setting up your project settings / display / window to have something small like 800 width x 600 height so it'll fit on pretty much any modern screen without needing to mess with browser zoom.

dotdash responds:

thanks, I will adjust it.

Great atmosphere! The imposter was kinda bad at stabbing me if I just run (or even walk) by him though -- stabbing does work if you sit there so it's not like it's bugged or anything, but maybe something to tweak if other people notice the same thing. And the comments mentioned stamina but I didn't see any indication of it during gamplay?

larrynachos responds:

I'll expand the hitbox a bit, anything else you noticed needs improving? It takes me a while to upload so I want to make as few updates as possible :X

Thanks for the review!

While it's a fairly simple game, the fact that it's made from C++ and SDL2 is impressive, at least to me. Think you would recommend that approach for other game devs versus a low-level framework like Phaser or HaxeFlixel? The thing that caught my eye from a quick look at SDL's website is that it can handle 3D graphics through OpenGL which the others can't AFAIK, but IDK if it would actually be practical to do.

slogga responds:

SDL is definitely easy for 2D graphics and can run well on low-end hardware. I'm not sure about 3D apart from the fact that the Source Engine uses SDL for it's 3D.

I can't play the game. It freezes right after it loads. If I go to my browser's Developer Tools, under Console, it says

DevTools failed to load SourceMap: Could not load content for https://scratch.mit.edu/31b932aa68d4f678cc23.worker.js.map: Fetch through target failed: Target not supported; Fallback: HTTP error: status code 404, net::ERR_HTTP_RESPONSE_CODE_FAILURE

So if you want to try to debug it then that's where to look.

JASTINEPH responds:

I Fix Now Please Try Again :)

This is kinda cool, and at least a nice time waster to be sure. The one thing I might suggest is that I don't like having to spam mouse clicks and would rather be able to just hold down the mouse button to spam slashes.

ahmadkalach responds:

Thanks for playing it and for your feedback!

There's a bug in that the HP doesn't get reset if you start a new run.

Other than that it's a nice and fun game, even if the runs that I've been RNG'ed so far have been easy. So far it doesn't seem like there's much use in the Throw ability since just pouring stats into the others looks like the way to go, but now that I've read through the author comments (it's amazing how many people don't look at them... even when they themselves are game devs ^_^) maybe I'll try a run focusing on it and trying to lower the enemy stats until I can beat them by slapping them around with a large trout.

Extar responds:

Hah, can't believe I never noticed that. That's fixed now. :)

Throw becomes much more useful when you come up against enemies that have better stats than you, especially on harder difficulties. You can't really level or equip your way around a particularly strong enemy so that's when throwing items of Health -5 become more important. :)

If you've got the hang of the game, which it sounds like you have, then Hard difficulty is basically the 'gloves off' difficulty that I actually tested most of the time. >:)

Right now it seems like a lot of the edge of the game canvas is cut off. Make sure the game size that you set in the Unity editor and the size in the NewGrounds project page match up. Because right now I can't really figure out how to play after starting a new game since I can't see the whole screen, and the problem should be an easy thing to fix.

leftshoe18 responds:

Thank you for letting me know. I have changed the window size.

The game mechanics are fairly simple but it actually came out pretty fun! The graphics are as cute as they could be considering the game is about a bunch of man-eating bugs, and there are nice visual effects like screen pulsing when firing some of the guns, glow effects, and the powerful sound of the ~1 shot/sec gun that give it a polished feel. The only nitpicky thing I noticed was that splashes of bug blood when you shoot them often seem like they appear after the shot has kinda passed through the bug, but that sort of thing only matters to an OCD game dev. The bossfight was a little easy but still cool. Overall, for a small game with one arena battle area, this was pretty solid.

Noc-Tech responds:

Thanks for the feedback, and don't worry I'm aware of the bullet thing, it was part of a situation with the shotgun bullets once I update the game it will fit better

If you like hard games try my Daxolissian System series

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