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3p0ch

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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!

Is level 11 bugged? I'm pretty sure I filled everything and it's not registering as finished. It was enjoyable up to that point.

Pitigamedev responds:

Thank you for the heads up, I will check it out and let you know.

EDIT: You were right! there is a bug in level 11. I'm fixing the game and reuploading it right now.

I really like what I see so far. The safe is not accepting the code that I'm 99% sure is correct and that might be making it impossible to progress further.

I'd recommend not to make Ctrl be crouch and W be move forward for a web game :p

Aside from that issue, the easiest suggestion I have to implement for now would be to have a screen that says "Loading" during transitions between scenes instead of just a gray window that makes it look like the game might have gotten frozen.

BecSantus responds:

Thanks for this comment, crouch can be used with Ctrl or C thanks for the comments

An update has been posted with a new puzzle and some bug fixes regarding the spirit in the bathroom as well as the letter Q has no longer a number attached to it.

The first set of levels almost lost my attention, but when you start having a gun shooting at you then it gets real.

Back when I still used Unity before switching to Godot I found out that the issue with losing save data when you post an update is that hosting sites like NewGrounds or Itch will put an update of a game into a new URL on the hosting server (like ungrounded.net) and Unity's default behavior is to store the save data in a location in the player's IndexedDB that's dependent on the game's URL. You can make it not lose save data by specifying an exact place to save the data so it doesn't do its default thing of basing it on the URL. Back when I was starting I kept all the save data in PlayerPrefs and figured that most Unity devs would do that too, so I wrote code that you can just pop into your project to override the built-in PlayerPrefs and make it do what you want and I posted that source code here
https://3p0ch.newgrounds.com/news/post/1086279
That was back in 2020 and some stuff in Unity might have changed since then, so look through the comments on any tweaks that might need to be made nowadays. If you're not using PlayerPrefs, I wrote a different implementation for saving in various game engines that was intended to allow multiple game devs to have a multi-game collab and have everyone's games all share and write to the same save files so you could have cross-game adventures, which unfortunately didn't end up happening, but you can use the source code of the Unity implementation for your own game if that makes more sense than using PlayerPrefs. That source code for cross-game collab saving is at
https://3p0ch.newgrounds.com/news/post/1099579
If you implement either of those then everyone will lose their save data when you post that update, but then they won't ever lose their save data again with future updates.

I finished the main game (I think? IDK if there's more to do after I start playing in black and white) and had some spots in the ending where it looks like I'm forced to reload the page to sort of progress. I'm not sure if that's intentional or something buggy with the HTML5 export of the game. But the game itself did a very good job of creating a world I wanted to explore, even if I was banging my head against the wall at points.

MarsUnderground responds:

Thanks! You should need to refresh the game at that point to progress, that is right at the end. In the desktop version the game exits at that point.

It's a fun exploration game, and a good first game for Godot.

If you wanna add saves it should be pretty easy, I described how I do it on this page
https://3p0ch.newgrounds.com/news/post/1301629
of a Godot 3 tutorial and Godot 4 will probably work similarly but would use JSON.parse_string() and JSON.stringify() instead of parse_json() and to_json(), and use FileAccess instead of File, and use OS.has_feature('web') instead of OS.has_feature('JavaScript'), and use JavaScriptBridge.eval() instead of JavaScript.eval() since those have changed from Godot 3 to Godot 4. (I still haven't really picked up 4 and stuck with 3 because of the Apple incompatibility of its web exports.)

If you wanna add medals or leaderboards or hell even cloudsaves then either jefvel's or my Godot implementations of the NewGrounds API could do it.
https://www.newgrounds.io/get-started/
The link for mine goes to a Godot 3 implementation, but the Godot 3 implementation page has a link to a Godot 4 version since I figured other people will use 4 even if I don't plan to use it until Apple compatibility is resolved for web exports.

I'd like to be able to press a button to make indicators pop up pointing to where the remaining flowers are. In Espionage I figured the easiest way to do it for enemy indicators was to have the enemy nodes instantiate an indicator node (an arrow displaced from center on the Z-axis) and reparent it to the player, while the enemy keeps a variable referencing the indicator node so they can make it look_at(global_transform.origin, Vector3.UP) each frame and can queue_free the indicator if the enemy dies.

5/5 for giving the swimming flies little snorkels :3

Very good game, the whole way it "feels" when you play with both the puzzle solving aspect of a slider game and the adrenaline and skill component with fast movement and (optional) times to beat worked well IMO.

The only minor thing is for Gauntlet mode: some levels the text to press a button to start playing blocks your view of some of the level so you can't plan before starting, and it would be nice to have numbers on teleporters to know where you'll end up. Most players probably won't care since it's easy enough to plan after starting the timer and experimenting and then reset to go for a serious run if you want, although I'm surprised that you let people reset the level in Gauntlet mode if they bork it up.

platformalist responds:

Hey 3p0ch! Thanks so much for the in-depth comment and feedback. Really appreciate it. :)

Glad that the puzzle/action hybrid vibes came through - that was what I was really hoping to deliver since I love block-puzzlers but also twitchy action games.

If I recall, resetting your timer in Gauntlet mode only resets the level timer, but doesn't reset your Gauntlet timer - so you can still go back for a better level time, but it negatively affects your overall Gauntlet score. I'll have to peek back in the code and check if this is in fact the case.

The other notes you've left are things I hummed and hawed on during development, and you're definitely not the first player to mention the possibility of numbering the teleporters! I've got a small update to push in the next couple weeks, so I've noted your feedback as possible items to address while I'm at it.

Thanks again for playing and for the feedback! :)

My switch controller isn't working like it should -- sometimes the left stick and buttons get recognized like on the main menu and motherboard, but I couldn't control the actual battle with it at all, and I get the feeling there's something more fundamental than it just being an issue with gamepad axis/button mapping being inconsistent in the underlying HTML/JavaScript that Unity's web builds have to rely on. It sure looks like it'll be a good game based on what I could see and the author comments, but WASD to move and arrows to aim and P to shoot is a nightmare.

Since you're planning to be gamepad focused and make it compatible with different hardware, feel free to use the approach I did of asking the player to press all the buttons and move all the axes while you listen to see how everything's mapped -- you can see how I did it in Quad at https://www.newgrounds.com/portal/view/848392 and I posted a link in the author description to source code to implement it, including a Unity implementation.

This is why you shouldn't light your farts on fire, kids. It'll make sokoban-ing a lot more difficult.

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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