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3p0ch

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I want my shotgun to blast the rocks with :P

Srsly though it's super fun although I fall into the camp that says the controls do feel a little floaty. I'm not sure whether that's because the inputs are set up to have some acceleration and decay or whether the momentum is just an illusion from having a 3D camera following you in chase mode. But it can be gotten used to. And I kinda wonder whether mouse / touch controlling would be doable and make it mobile friendly.

Steventus responds:

Thank you for your comments!
Mouse/Touch control could definitely work but after working on this post-jam version, I think I'm done with the game as is. That said, I could revisit it somewhere down the line!

And thanks for your thoughts on the controls again, looking through more of the feedback, I think it would have been better if the controls were tighter, but still retain the speed it required. Thank you!

I got confused when it said "Hold x gain speed" and I was holding down x but not speeding up -- maybe something like "keep momentum" would be clearer about what you need to do? Otherwise really well done guys!

First, I'd like to say that this is a very charming game. It took me longer than I'd like to admit to figure out how to go about handling the puzzles, but once I did it was enjoyable.

Also, I came up with a way to make Unity not lose save data when you post updates to your games. This describes how to do it if you're storing the save data in PlayerPrefs
https://3p0ch.newgrounds.com/news/post/1086279
and this describes a different way of doing it that's more flexible but not with the same built-in easiness of PlayerPrefs (it was intended to allow multiple game devs to collaborate on a multi-game project, but can be (and has been) used for stand-alone Unity games).
https://3p0ch.newgrounds.com/news/post/1099579

If you incorporate either of those into the game now, it will wipe everyone's progress for that update, but then will keep it for any future updates. For any future games if you use either of them from the outset then there won't be any save data loss with updates.

DarkryCZ responds:

It's you! :O I know you! Thank you so much for your review, means a lot.
I saw your posts but I didn't have enough time to read all of it and implement it before the PixelDay ended, and I totally forgot about it later on, so thank you so much for posting again! I finished it at like 5:30 AM of my time, but I will definitely take a look now and try to put it there.

It reminds me of puzzle games I loved like Linx, but with its own twist and I don't think I've ever seen one quite like this. Nicely done!

It's still a work in progress but so far this is good retro stuff, especially for having been made in only five days. It reminds me of the old Dune game. So far my only suggestion would be a quicker way to pan around the map than WASD, like if holding RMB and dragging were to pan the camera and movement would need a quick right click and release, or smth like that. When the game gets far enough to have a huge area to manage, maybe even a minimap where you can click to move.

Aron-Ato responds:

Hey, thanks for playing, and feedback. Yeah, ofc we had to focus on the playable aspects because we had such limited build time, mini-map (and much more) is definitely on the list of soon-to-be-added features :)

Since you're planning on updating during Pixel Day, my recommendation would be adding a reload button so we don't have to keep firing to empty the magazine when we're in safe areas between shooting.

Edit: After playing it, I started thinking about everything that would be involved in the procedural generation. Especially the music if it's generated at the note level since Godot's really not set up for that. Even things that would normally be trivial like making ship sprites by importing a drawing would instead have to be done from code by spawning a bunch of pixels in some way that ends up looking nice.

HealliesGames responds:

Fixed the tag, thank you! I'll probably add the borders: the extra-space I added was to avoid black borders when comes to fullscreen.

EDIT: For graphics came really useful Conway's Game of Life, which is used in most of procedural sprite generator I saw online. Music was kinda painful due poor documentation of the AudioStreamGenerator class; luckily there was a set-up example from the engine repository which helped me a lot.

It was fun while it lasted, but I got the same problem as Remi-le-Oduen (and maybe imtheratman) with the guy in the lower left corner -- after going through the convo it just keeps re-looping through the same convo when it finishes. It was working fine the first time I talked to him, but when I completed his quest (I think) it kept re-starting the convo when I press Z to end it so it essentially softlocked.

bokononyossarian responds:

Thanks for confirming this softlock! We just uploaded a new version that has *hopefully* addressed this, as we have not been able to reproduce since.

Looks like there is a way of telling if a letter is used more than once? I guessed uvula (yes the letters I was left with were that horrible) and only the first of the two U's ended up yellow.

bokononyossarian responds:

Yep, if you guess multiple letters it will show the second as not in the word(unless it is actually in the word !)

I like it overall and have some small suggestions:

1) faster text appearance in the signs, and/or smaller font so it can show more at once, because text display can get tediously slow
2) no audio (or maybe different audio) of continuous laser firing -- that got grating quickly
3) I was getting some crackliness to the background audio playing in Chrome, and that became an issue in Godot HTML5 builds after a Chromium update sometime around March 2021. If you're not already using Godot 3.4, that version seems to decrease if not eliminate the audio crackliness, or you can implement the workaround I posted here of routing the music through howler.js instead of playing it through a node in Godot which completely gets rid of it
https://3p0ch.newgrounds.com/news/post/1148893

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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