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It has a killer bug -- After he says I should probably go back and give the news to the townsman, it doesn't let me move around anymore. If I open Developer Tools / Console it says there's a null reference exception (object reference not set to an instance of an object), both when the last bandit dies, and again after the end of conversation after the last bandit dies. Granted, I think I had that error come up a lot in my first Unity game and I never cared because that alone won't crash the game, but it might be a clue to why I can't move anymore.

Aside from that, the game looked kinda neat while it was playable.

kyshama responds:

Hey thanks for letting me know, I tried to reproduce the bug on my end during play but couldn't. Ill keep try searching directly in the script it might be during my looping process when it tries finding enemy to attack.

It's running super slowly. It's possible to play, but not very fun when it's this slow.

I'm using Chrome on Windows in case that matters.

hkstd responds:

Thanks for your comment. It seems like the bandwidth of newgrounds.com is limited.
Please play this game on our website https://ww2.click, and the loading speed will be improved :))
Hope you enjoy this game.
Best.

Noticed your comment to OneThousandMeeps, and wanted to give you a heads up that I came up with a solution to the problem with Unity losing save data from PlayerPrefs when you update and I posted the fix here:
https://3p0ch.newgrounds.com/news/post/1086279
Since you've already uploaded this game, if you were to implement the code now then everyone would lose their progress as of now, but then it wouldn't be lost any more during future updates. For any future Unity games it would be useful to have on board from the outset.

Edit: Players clearing their cache shouldn't make it lose data; the PlayerPrefs emulation still saves to IndexedDB.

Kutejnikov responds:

This is a really interesting solution, thanks! I don't plan to update this game, but in the next projects I will try it.
But as far as I understood, this still does not solve the problem of deleting data when clearing the cache. I hope there will be cloud saves (info in API - "Save Data: This feature is currently under development. Check back soon!")
In my another game, Orkicidium, i used serialization+encryption to get the key that the player can copy/paste (but for small games like this, this is not a very elegant solution)

It has a lot of problems that were immediately obvious and made me not want to play any more. I had the same bug as jrl80 with the partner selection. It has Cloud ripped from Final Fantasy and probably has other stuff you don't have rights to use. When I started playing there was no plot or world to explore, which is pretty much the point of an RPG game, instead all the player can do is pick Advance and get random stuff thrown at them. The very first battle had five goblins that could 1-hit kill my party members and wiped out half my party in the first round, and I managed to kill one of the five goblins before they wiped out my party -- pretty lopsided for the first battle of the game and I'm pretty sure there's no way I could've won it. But there doesn't seem to be any penalty for dying since the game just continued as if nothing happened(?) Also noticed that during battle there's an option to choose a passive ability to use, even though a passive ability is supposed to be something which is not actively used (not that there were any to choose from in the first battle).

WorldsCollideGame responds:

It is not a bug,the game is just reshuffling do draw a partner you do not already have.
Do the fact the game is free you can use most things in it and there is no problem.
As said in game description this was based on a bored game so there is no real story to it.
I'm still working on balancing the stat issue. When you use in normal battle you lose Gold.Dieing in boss battles cause gameover.Passive ability is just letting you know these are active buffs the character has.

Sorry for the issues! This a beta with alot of work getting done it still.

Like other people have said, it's a good game at its heart but rough around the edges. What stood out to me the most was that pickups don't always respawn on death; I went to the plant level and picked up the gun that kills the nebula but got kilt before I got outta that screen, and then I couldn't pick up the gun and get past the nebula any more.

(That's where you're supposed to say "Wouldn't be a problem if u don't die, quit whinin' & git gud!")

DIMENSIONLORD responds:

Going to make an update where everything resets post-death

It seemed like there were multiple potential solutions for a level I did with the clues that were provided and it was just a matter of guessing which one is "correct". Does it have an algorithm to make sure there's only one unique possible solution with the given clues (maybe I overlooked a rule that makes one possibility correct and one wrong)? If not, then I guess the original minesweeper also forced people to make guesses so it's true to historical form, but not really ideal for a puzzle game.

LazerRock responds:

Usually there's only 1 single solution to any level. That being said, there IS sometimes 2 solutions, but that's extremely rare (from my testing about 1 in 20).
I think you might be overlooking some of the criteria- remember, ALL the conditions and clues have to be met.
But perhaps you were just really unlucky? Anyway, glad you somewhat enjoyed it

Some levels are really good brain busters. The game crashed when I tried to push my dead corpse into the water on level 24 (I don't think that solution would have ended up working anyway though).

adgard responds:

I still couldn't find a way to throw body into the water at level 24:) But I fixed this bug.
Thank you for feedback!

It lagged like a female dog on certain levels when I tried playing on Chrome (literally less than 1 FPS) even after rebooting my computer and just having one browser window open to run it, and is a little choppy but playable on Firefox. It's not clear what's causing the lag from the DevTools Performance analytics, so sorry that's not much help.

Once you get past the performance issues, there are some pretty clever puzzles in here. I'm not as put off by the star system as the other reviewers, but I guess it wouldn't hurt to have all or most of the levels unlocked from the outset and have something like a mediumly-good ending for finishing all levels and a better ending for getting all stars if you feel like making them happy.

bananabeng responds:

Thanks for the feedback on the performance issues. We had ported the game from a LibGDX / Java stack and the HTML5 export might not be as performant as we'll like. You guys can download the original game release at https://bananabeng.itch.io/magna-caves that runs on Java more smoothly, hopefully!

Lol don't make web browser games where you press Ctrl and W at the same time.

buboi0411 responds:

I didnt know it kicks you off

Overall the game is cool as all get out but I had minor issues. Like BiggBos, I also got degrading audio quality over time and started getting a little lag after maybe 10 or 20 minutes as if there was a memory leak or something. I reloaded the page and that fixed it, but then I found out it doesn't save progress ;_; Can't really complain though because it seemed like I was probably near the end by that point so the game is finishable in a sitting and saving isn't critical.

Edit: Working fine now so 5 stars dude!

Stopsignal responds:

I didn't realize how bad it got until i saw a few videos. Man! Luckily i found the only other person who had the same problem in the internet, and in a stroke of luck they said a solution (thank you -AAG- from the HTML5Devs forum!). I think it works? I'm not sure, but after letting the game play for 30 minutes it was alright. So i think it's fixed now! Sorry you had to go through that, hahahahah

Thanks for playing!!

If you like hard games try my Daxolissian System series

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