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3p0ch

434 Game Reviews

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Gud game for those days when you just want to unload a magazine on everything that gets in your way.

If it would be easy to do, I'd just say leaderboards or keeping the score displayed when you hit game over would be nice so you get a sense of how well you did on a run.

Wow this game is fricking hard, and coming from me that says something! It takes some thinking through how you're going to tackle the levels, and needing to explore and figure out how things are laid out and how enemies work when you're in a 3D environment gives it a twist that you don't see in most games. I appreciate a good challenge though -- that's what'll keep people coming back to play it.

EndworldReaper responds:

Thanks a lot! I tried to strike a balance between challenging but fair and make it the kind of game that seems daunting at first, but gets easier once you master the mechanics. I'm so glad you enjoyed it!

This passed the main horror game test - I started playing in the dark with headphones, and realized partway into it that I'd better go pee now or it might not end well ^,^

Seriously seems like an intro to an old school Resident Evil type game, and perfect for Low Poly Day!

Jeezez Crikey I gotta supply power to a population that doubled in 2 months?!?
Forget researching power and pollution, these guys need to research birth control!

Pandaguru responds:

Ha yeah! Maybe i should add that as another research option… ;)

lol, finally something that makes me feel good about being nerdy and not dating in school

GooseStranger responds:

Thanks for playing!

I'm personally offended by your idealistic expectations for cat eye and ear proportionality >:(
My pic stays just as it is :3

Srsly tho, gud game but I felt like there was some wonkiness with having things occasionally expanding way more than I would expect for subtle mouse movements. In case you do more games like this, would prob tweak the approach to calculate percent change in size vs mouse movement.

YaenGames responds:

Lol! All cat proportions are valid of course! :D Thanks for playing and for your feedback. I think it kinda scales from the centre (or wherever the pivot point is) so if your mouse starts out already close to it, the amount of change is gonna be pretty big with the mouse movement.

I haven't actually played the game yet and will change the rating after I do, but I saw the comment about Unity losing save data when you update. I came up with a solution to that issue, and if you're saving data in PlayerPrefs I posted source code for a class to override it to keep web builds from change the saved data location when you update games - it's designed to be easy to just copy/paste into your project and let you specify a directory where you want data saved persistently from now on. If you're not using PlayerPrefs, this also includes a description of why Unity's web builds are suck when it comes to saving data and why this solution works, so it should be easy to cannibalize the code to use in your game. https://3p0ch.newgrounds.com/news/post/1086279
I wrote it four years ago so check the comments in case anything has changed with Unity web builds since then (I've become a Godot convert in the meantime).
Be aware that if you implement this, it will lose everyone's save data when you push that update, but for any more updates in the future the save data will persist. So it would only make sense to push if you might plan for more than one update. Or of course to include in any future web games.

I've played now and gud game, but I got the feeling that sometimes the double-jump got triggered when the player was still on the floor? I docked a half-star for that, but then added it back when I saw that raindrops on the main menu splatter when they hit the mouse cursor.

BlueEagle421 responds:

Thanks a lot for the solution! I will try to implement it soon. I also use a lot of my own systems for saving and it should not be a problem to change them.
Thanks for letting me know about the jumping issue. I'm aware of this (but kinda hoped it would only happen on very low fps). It's quite complex in code and I already lost a couple of hours figuring it out, but it's still high priority for me and I will keep trying to fix it ;)
Cheers!

Edit: I think I finally got that bug and it should now be fixed. Please let me know if the issue persists :)

It's possible with 128 moves

Overall I'd say the puzzles were not too hard but did take a little thinking for the later levels, the graphic were nice and the music was very cool.

I ran into a glitch in a level with portals (I think it was level 22): I used Undo a few times to backtrack and then realized a few backtracks wouldn't be enough so I tried to reset the level, but the level ended up not completely resetting to its true initial state (something more like how it was when I went through the last portal), and after continuing to try to futz with it I just ended up in a completely softlocked state where neither the undo or reset buttons were getting the level to a playable position anymore. Fortunately reloading the page let me continue at the same level and finish it.

GrizzlyCogs responds:

Glad you liked it!
The bug you mentioned should fixed now, I've just upload a new version!

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Joined on 2/13/10

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