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3p0ch

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I hate everyone listed in the credits :)

Srsly, there did seem to be something a little bit off about the physics of gunfire momentum. I can't quite put my finger on it, but when I was going through the level with the long spike-walled corridors it seemed like I was losing altitude when the mouse was behind and below the guy but I would gain altitude when the mouse is at the same y-coordinate but directly below or in front of and below the guy, but I would've expected them to maintain the same altitude if you're calculating force as (distance from player to mouse) x (horizontal or vertical component of direction). It also seemed a little weird during the first big bossfight, although it's much harder for me to put my finger on exactly why.

If the game is still in development then it seems like there's some room to expand on the different uses of the different types of guns in later levels. And, you posted a game on NewGrounds without a cock joke when it has a freakin' statue of Michelangelo's David? Missed opportunity...

dotcopycat responds:

<3

It's hinted at in the tutorial, but you actually have a max velocity cap. If you exceed the max velocity in any direction, control becomes a lot more droopy. In order to counteract it, you're intended to shoot in the opposite direction you're moving for short bursts.

It looks like it could become a good game, but with only one real level it's still pretty early in development.

I got tripped up from not realizing that you need to not only get the killer correct, but also find all relevant pieces of information and choose each of them and only them when you're making the accusation, or else get a losing screen with no indication that the suspect was correct but the selected clues weren't. I had the culprit correct on my first run but was missing one clue, and that really messed up my thought process trying to do it over.

I have to agree with LuckyDee that it seemed like a sorta arbitrary choice and I could have argued that another suspect was the perpetrator. If you think it would be possible to design cases where the clues narrow down the number of possible scenarios and only one person could have committed the crime based on the clues that are presented, then personally I think I'd prefer that approach.

TheOlga responds:

First of all, thank you very much for your opinion.

As you say, there is only one level available, but that's to get feedback and fix any imperfections. Working only in a team of two, it is difficult to achieve the right balance of the game. There are a few things that could be better designed and we agree with that.

However, we hope you had a lot of fun after all. 🙂

For a point-n-click game, this was more logical than most (to the degree that any game with a note saying the door opens only for those mourning the death of a primate can be called logical) without pixel hunting, and at the parts where I was stuck for a bit I looked back in retrospect after finishing the game and felt like the game gave me everything I needed to eventually reach the answer. It's a well done homage to the Riddle games.

The graphics are gorgeous and the music is great. The gameplay itself felt like a nice action-strategy hybrid and, although I usually don't like games where players can grind for experience, the upgrade system added a nice level of depth to it and there wasn't really any grinding necessary. The only thing I didn't like is that sometimes I wasn't fully able to control what attack I was going to use -- either because I did a Swift Strike and wanted to do a Delay Strike next but couldn't because the hold time often led me to use the level 2 skill instead, or because I was doing a button hold attack and pressed the button just a little too soon before the previous attack animation ended and ended up doing something else instead. If there were some way of controlling it other than click and hold then I think I'd like the controls better.

MidNightMaren responds:

I understand those issues. I thought it might pose problems for some people, mainly the Swift->Delay combo. I might make a small change and have the Mana regen stop right on the press of the screen.

Since this is played in Active Time the Click&Hold is the only mechanic viable (at least playing with a mouse). On a later instance (who knows), and have this be played on mobile only; I can drop buttons for the actions on the stage and have people finger tap the actions.
After all, this was only a 'prototype' for a RPG mechanic. But I'm glad it's still enjoyable for the most part.

Thank you for playing

ono I can't play RoboJesus: Kill Tests anymore because of Flash being ded ;_;_;

Yes I have three eyes don't judge.

53xy83457 responds:

You should be able to play it again now. Just need to get the latest ng player- https://www.newgrounds.com/flash/player

Your flash forward jam link is picking up a lot less than if you use the NewGrounds search for Games and look for flash-forward-jam. It's not your fault but it is your problem. Can't blame you since I tried to do the same thing during the NewGrounds Phaser Jam tho :3

Poor rock is ded nao. :(
Is that a cocknballs on the baseball cap? If so then +0.5 star for the cock joke in a Flash submission on NewGrounds.

Edit: Ok, +0.5 :3

PegasuTV responds:

cock joke

I don't have much to say except that this game kicks ass. The cartoony graphics are great, and the gameplay overall felt like a good brawler. I'm still stuck at the final(?) bossfight right now and was about to flip a table after seeing that after finally getting past the first one and losing to the second one I'll need to do them both synchronously, but I'm not one to let the game's difficulty detract from my score. The only things to nitpick about are that the mechanic of only jumping straight while shooting seems pretty unnatural, and the very first time I ran across a mob while getting to a boss I wasn't sure if I was even dealing damage to it since it took a long time to kill, but once you get used to it it's fine.

FsebastiamL responds:

Thank you so much I really appreciate the review

I've got to respect your making a 3D game in a 2D engine. The big downside is I felt I could only turn around and aim fast enough to be playable using the mouse, but the mouse won't lock to the game canvas so if you move outside you stop turning, and that put a big damper on the game's fun factor for me.

Kwing responds:

Thanks! This game was basically a result of "hey, I wonder if I can make a 3D game in Flash" and developing the proof of concept into something substantial. Funnily enough, the function that does all the heavy lifting - called render() - is only about 20 lines long (feel free to check it out in the game description if you're curious.)

The camera was a big hair-puller for me when I was making it - hence why there are so many different controls for it. Each change I made (arrows, duration-based rotation speed, shift lock) approached something that felt natural but never quite reached the smooth, intuitive feel that I wanted.

I can play pretty smoothly using the mouse and shift lock, but it took a pretty significant amount of practice for me to start doing it fluently (IMO it's easiest to re-center the mouse before you hit the edge, so that you're never fussing with the camera lock with enemies breathing down your neck.) You can 360 noscope enemies by panning the mouse in the opposite direction, but this also requires some practice.

If you like hard games try my Daxolissian System series

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