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3p0ch

428 Game Reviews

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Cool to see another 3D game in the jam! If you're still going to do some more tweaking before the deadline, I would've really liked to be able to control the distance from the camera to the egg so I could zoom out more when the egg's huge, and I might have liked a little wider window on controlling the camera's vertical position. Good luck!

Good to see a selfdefiant game again!

It looks like the top of the screen was partially cut off because of using Unity's default HTML5 template. It's been a while since I've used Unity since I decided I like Godot Engine better, but there should be an option to change the template from Default to Minimal (see https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-templates.html ) so it doesn't add the stuff at the bottom and push the game window above the top of the canvas. Alternatively I guess you could try to figure out the height of the stuff that the default template adds and compensate for it when you specify the size in your NewGrounds project, but probably easier to just use the minimal template when you make an HTML5 build.

selfdefiant responds:

Thanks. I will update it and fix that.

Does anyone else think it's tough to distinguish the shades of blue? If so give a kitty-face reaction to agree, if you disagree and maybe my monitor is just too sucky for this game give an OMG.

Sorry I'm a dude and can't tell aqua from cyan from teal from sapphire and might need something else like shapes or numbers or smth to tell 'em apart.
Other than that good game so far.

Mandigondo responds:

Thanks for the feedback. I am also not an expert on colors and I chose them so that they could be distinguished from each other. But still, not everyone has to distinguish them from each other.
Symbols or numbers would surely make it easier to distinguish colors. I just don't know if they'll be visible enough. I have to do tests.

Ack! Ear rape from quiet BGM followed loud high pitched glitchy noise when Slender Woman goes at you!

I just love the tongue-in-cheek joke delivery in this game, especially when you see where you are after opening some of the locked doors. The boss battle is the only part that I thought came across a little flat, but the capitalism route's schtick was pure gold.

I'm assuming everything from the base sprite assets up was made during the jam if you're listing Aseprite in the software, and if so then its overall look and feel is very polished for a game made in nine hours. Especially if that includes music. The gameplay mechanics were good for a jam and the difficulty ramped up nicely; the only thing that seemed a little awkward to me was handling the weapon changes with numbers while moving with WASD (the mouse wheel seemed too imprecise), but considering how complicated the controls to Mech Squad will be if/when I get that game ready I'm hardly one to talk ^,^

Also props for replying "git gud" to someone who says the game is too hard.

HealliesGames responds:

Yes, all the resources were made during the jam. I've also gave a shot to LMMS for music, which is a really good free and open-source DAW.
Numbers are the standard keys in FPS / TPS games for change weapon, but I agree that they're not very comfortable when you have to do it rapidly.
Even if not listed in controls, you can also use spacebar to switch!

Thanks for feedback man!

It's a really nice looking game but I would've liked to have a save feature in it. The easiest way to do it in Unity would probably be by setting the data in PlayerPrefs and saving whenever the player finishes a level, and when the game loads again checking PlayerPrefs with HasKey and getting the data if so. But be aware that if you do that and then post more updates to the game in the future, players will lose their save data whenever the game gets updated. I found a fix for that so players won't lose the save data stored in PlayerPrefs if you update, and I posted a description of how to implement it with source code at https://3p0ch.newgrounds.com/news/post/1086279 if you'd like to use it.

nomlan responds:

we just realized that playerprefs was an option, thank you for telling us !

Spebby responds:

This is a huge help! Thank you so much!

It's good for a jam game although a little glitchy - sometimes the player would teleport sideways and it seemed to happen when falling off from conveyor belts.

It looks nice, but seems like it's at a pretty early stage in development right now and easy to figure out how to win. It seems like the mechanics might get limiting, but I'm constantly surprised by puzzle games that seem to accomplish a lot with minimalistic mechanics, so maybe there's still plenty of room for the game to grow. I'm interested to see what comes of it, and wish there were a straightforward way for NewGrounds to notify people when updates to an already published game happen.

LeviRamirez responds:

It probably won't get any more complicated than this tbh, I like the simplicity of just going back and forth seeing who dies first. But I do plan on adding more "Strategy" items and some more elements to battles like status effects.

also probably the best way to get updates on this is to follow me on twitter, If there is a major update for this game I will post it there and others will share it around

Would mosdef recommend allowing arrow/wasd movement

If you like hard games try my Daxolissian System series

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