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Overall it's nice, and since this is an early build and you asked for some comments here are my suggestions.

The biggest ones are that I'd recommend not showing the targets for where you should move the blocks in any scene except the tutorial. It just seems weird having "tutorial-ness" extend that far into the game. And it looks like you can't just freely place the blocks anywhere -- they'll automatically slide either to their target or back to their original position as soon as you let go of the mouse. Obviously that wouldn't be a good mechanic if you're ultimately planning to use it as a puzzle component later in the game and making the player figure out a good set of block positions to finish the level. I might also recommend nerfing the bow some, since once I figured out that you can use it on any enemies and it'll usually be easier than slashing I quit slashing.

The rest are more minor; there were a few things that seemed a little janky which is understandable for an early release but could be polished. At the last flag on the right of the screen before the final enemy weird things can happen if you're running against the rightmost wall and jumping up to the platforms like getting stuck and not playing the jumping animation. Having the HP bar be able to drop below zero looks kinda sloppy but would be an easy thing to fix. Some of the enemy swirly death effects make the swirly-ness extend outside of the box that it's drawn in so it gets cut off. Personally I'm not sure I like the swirly thing on death but if you decide to keep it then that could be tweaked. The worm-like enemies seem to jitter in place when they're standing idle. There are background sprites that look a whole lot like spikes but don't actually kill you; I'd not use those like that.

Also would recommend making the slash and arrow buttons be keyboard keys instead of mouse buttons, and letting up arrow jump (left and right arrows already walk) to make things easier for AZERTY keyboards and people who just prefer arrows instead of WASD.

It has a lot of problems that were immediately obvious and made me not want to play any more. I had the same bug as jrl80 with the partner selection. It has Cloud ripped from Final Fantasy and probably has other stuff you don't have rights to use. When I started playing there was no plot or world to explore, which is pretty much the point of an RPG game, instead all the player can do is pick Advance and get random stuff thrown at them. The very first battle had five goblins that could 1-hit kill my party members and wiped out half my party in the first round, and I managed to kill one of the five goblins before they wiped out my party -- pretty lopsided for the first battle of the game and I'm pretty sure there's no way I could've won it. But there doesn't seem to be any penalty for dying since the game just continued as if nothing happened(?) Also noticed that during battle there's an option to choose a passive ability to use, even though a passive ability is supposed to be something which is not actively used (not that there were any to choose from in the first battle).

WorldsCollideGame responds:

It is not a bug,the game is just reshuffling do draw a partner you do not already have.
Do the fact the game is free you can use most things in it and there is no problem.
As said in game description this was based on a bored game so there is no real story to it.
I'm still working on balancing the stat issue. When you use in normal battle you lose Gold.Dieing in boss battles cause gameover.Passive ability is just letting you know these are active buffs the character has.

Sorry for the issues! This a beta with alot of work getting done it still.

Like other people have said, it's a good game at its heart but rough around the edges. What stood out to me the most was that pickups don't always respawn on death; I went to the plant level and picked up the gun that kills the nebula but got kilt before I got outta that screen, and then I couldn't pick up the gun and get past the nebula any more.

(That's where you're supposed to say "Wouldn't be a problem if u don't die, quit whinin' & git gud!")

DIMENSIONLORD responds:

Going to make an update where everything resets post-death

It seemed like there were multiple potential solutions for a level I did with the clues that were provided and it was just a matter of guessing which one is "correct". Does it have an algorithm to make sure there's only one unique possible solution with the given clues (maybe I overlooked a rule that makes one possibility correct and one wrong)? If not, then I guess the original minesweeper also forced people to make guesses so it's true to historical form, but not really ideal for a puzzle game.

LazerRock responds:

Usually there's only 1 single solution to any level. That being said, there IS sometimes 2 solutions, but that's extremely rare (from my testing about 1 in 20).
I think you might be overlooking some of the criteria- remember, ALL the conditions and clues have to be met.
But perhaps you were just really unlucky? Anyway, glad you somewhat enjoyed it

Some levels are really good brain busters. The game crashed when I tried to push my dead corpse into the water on level 24 (I don't think that solution would have ended up working anyway though).

adgard responds:

I still couldn't find a way to throw body into the water at level 24:) But I fixed this bug.
Thank you for feedback!

It lagged like a female dog on certain levels when I tried playing on Chrome (literally less than 1 FPS) even after rebooting my computer and just having one browser window open to run it, and is a little choppy but playable on Firefox. It's not clear what's causing the lag from the DevTools Performance analytics, so sorry that's not much help.

Once you get past the performance issues, there are some pretty clever puzzles in here. I'm not as put off by the star system as the other reviewers, but I guess it wouldn't hurt to have all or most of the levels unlocked from the outset and have something like a mediumly-good ending for finishing all levels and a better ending for getting all stars if you feel like making them happy.

bananabeng responds:

Thanks for the feedback on the performance issues. We had ported the game from a LibGDX / Java stack and the HTML5 export might not be as performant as we'll like. You guys can download the original game release at https://bananabeng.itch.io/magna-caves that runs on Java more smoothly, hopefully!

Lol don't make web browser games where you press Ctrl and W at the same time.

buboi0411 responds:

I didnt know it kicks you off

Overall the game is cool as all get out but I had minor issues. Like BiggBos, I also got degrading audio quality over time and started getting a little lag after maybe 10 or 20 minutes as if there was a memory leak or something. I reloaded the page and that fixed it, but then I found out it doesn't save progress ;_; Can't really complain though because it seemed like I was probably near the end by that point so the game is finishable in a sitting and saving isn't critical.

Edit: Working fine now so 5 stars dude!

Stopsignal responds:

I didn't realize how bad it got until i saw a few videos. Man! Luckily i found the only other person who had the same problem in the internet, and in a stroke of luck they said a solution (thank you -AAG- from the HTML5Devs forum!). I think it works? I'm not sure, but after letting the game play for 30 minutes it was alright. So i think it's fixed now! Sorry you had to go through that, hahahahah

Thanks for playing!!

Think you could make a more mobile-friendly version so I can play it on the way home?

It's fun but could definitely use different control options -- arrows as well as WASD, jumping with up, and dropping crates with down or pretty much any key would be better than using RMB. It should be an easy change to make in Unity. A conventional control scheme would be something like

Left: A / left arrow
Right: D / right arrow
Jump: W / up arrow / space (if you want to keep that)
Drop crate: S / down arrow
Dash: Left shift / numpad enter / maybe numpad plus (ok that's not conventional)

If you like hard games try my Daxolissian System series

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Joined on 2/13/10

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