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3p0ch
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    429 Game Reviews

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    The 3D modeling is kinda cool, but this isn't a game, or even a reasonably fleshed out demo. If you do turn it into a game I'd suggest having the camera automatically rotate along with the player during turns and the mouse just handle any extra rotation on top of that -- that might be more natural like if you were the droid and were pivoting your head.

    It's running super slowly. It's possible to play, but not very fun when it's this slow.

    I'm using Chrome on Windows in case that matters.

    hkstd responds:

    Thanks for your comment. It seems like the bandwidth of newgrounds.com is limited.
    Please play this game on our website https://ww2.click, and the loading speed will be improved :))
    Hope you enjoy this game.
    Best.

    The 3D graphics are awesome and the audio was great but I have to agree with sexagesimalian's review because it seems like the actual puzzles fell flat. I was hoping the puzzle difficulty would ramp up toward the end, but ultimately most of the time was spent either getting the level mapped out (which was kind of a chore with that camera setup) or executing a solution that's obvious once it is mapped, which is probably what made him think it was a little dull and tedious.

    Simply widening the camera view (or having it be adjustable) and having the player move more quickly and grab towers more securely so the solutions could be executed faster when the level is figured out would help some, and trickier logic puzzles would help a whole bunch.

    Always a fan of your games, and this one's no different. I'm stuck on 9 stars (;_;) but if it were easy it wouldn't be fun.

    Noticed your comment to OneThousandMeeps, and wanted to give you a heads up that I came up with a solution to the problem with Unity losing save data from PlayerPrefs when you update and I posted the fix here:
    https://3p0ch.newgrounds.com/news/post/1086279
    Since you've already uploaded this game, if you were to implement the code now then everyone would lose their progress as of now, but then it wouldn't be lost any more during future updates. For any future Unity games it would be useful to have on board from the outset.

    Edit: Players clearing their cache shouldn't make it lose data; the PlayerPrefs emulation still saves to IndexedDB.

    Kutejnikov responds:

    This is a really interesting solution, thanks! I don't plan to update this game, but in the next projects I will try it.
    But as far as I understood, this still does not solve the problem of deleting data when clearing the cache. I hope there will be cloud saves (info in API - "Save Data: This feature is currently under development. Check back soon!")
    In my another game, Orkicidium, i used serialization+encryption to get the key that the player can copy/paste (but for small games like this, this is not a very elegant solution)

    High score leaderboard doesn't seem to be updating for levels 17 (my latest is 75), 18 (my latest is 110) or working at all for 27 (nobody's showing up). The rest of the levels seem to be working ok for me :3

    Edit: Ok they're all working now (except 27 still) :3

    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

    If you like hard games try my Daxolissian System series

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