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3p0ch

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This game is pretty hard! Great for people who want a logic challenge.

Minor things I might tweak would be making different shapes be different colors and/or when you're touching a shape make all of those shapes glow or something to increase visibility, and adding more varieties of music.

Not sure if this is just a problem on my end or if an update to the game was published recently -- when I started playing last night I finished a bunch of levels but it didn't save my progress when I reloaded the page this morning, but just now I played one level and reloaded the page and my progress was saved. Also at one point the reset button reset most but not all of my moves on a level.

puetsua responds:

Thank you so much for your feedback! And yes I updated the game at some point, maybe that's why the progress was lost. I will try to fix issues you mentioned in near future!

Being able to hover horizontally without flapping after you spawn, and being able to either glide along the bottom of the screen or spam flaps to hover at the top without dying for going out of bounds, makes it much easier than flappy bird from the perspective of difficult controls -- whether that's a bad thing or a welcome relief from flappy bird and its clones is in the eye of the beholder. Personally I thought gliding horizontally mid-screen after spawning seemed more like a bug than anything, but thought not going past the upper and lower screen edges and dying was nicely merciful since this game has challenges other than just flapping. Would probably recommend adding things that kill you if you hang out there too long in the open space segments though.

JJGamez64 responds:

So the reason you glide forever after you spawn is because when you used to spawn you would just immediately fall and it would be annoying if you're in a tunnel wave and it puts you in a bad spot and also in general it felt bad to have to constantly get yourself back to the center every time you spawned. In retrospect I could just put a timer on it for when the blinking stops the character will fall again. As for being at the top or the bottom of the screen, every wave after the first boss has something to kill the player if they remain in those areas for too long. It starts in the UFO wave actually where a UFO would occasionally zoom on either the top or the bottom of the screen. I do agree that there are some waves I could be cheesed by being at the top or bottom but I felt like I had enough challenging waves especially in endless mode to justify not putting in something preventing the player to have the sanctuary at the top and bottom.
I very much appreciate the feedback!

Nice game; the only thing preventing me from giving a higher rating is that after looking at the trailer for iii on YukonW's site it seems pretty much identical. If you like making demake games, I'd mosdef recommend trying to take it a step further and making more like an expansion pack with new levels and material. (Also, I can't download the original iii right now and am basing this off its preview, so if there was new material in the demake then yell at me.)

CarsonKompon responds:

I did want to add more to make it a bit more "original" but PICO-8 is very limited in terms of how large your games can really be, especially when it comes to map size. I had to do a lot of work to make the original map fit within those limitations and at that point I ran out of space. Would be nice to do something like that for my future demakes though if I DO have the space :)

It's a kinda attractive game but has a few major issues:

If you aren't playing in fullscreen mode, I can't see as much as I really need to in order to play the game (I can't see hearts in the top left, or platforms that are sort of far away to jump on). It needs to be able to scale appropriately when not in fullscreen mode.

If I'm not playing in fullscreen mode and I press Pause and Exit to try to go back to the main menu and switch to fullscreen mode, it just goes to a black screen and hangs.

Hitboxes seem really off.

shaux responds:

Alright, I will take those suggestions to mind and try to fix them. Thanks for playing.

So far it's doing a good job of setting up its ambiance, but I don't see a coherent story behind all of it, at least at this point. Hopefully that gets fleshed out as the game progresses.

There's not much in the way of gameplay. It's just walking around a map and picking up the next bits of the story aside from the encounter at the lake which was okay albeit weird. Even if video gaming mechanics aren't really your thing, it seems like it could use more interactivity to get the player more immersed in the game beyond reading text and walking. Even if it's just making choices that have some impact on how the story unfolds.

Walking seemed awfully slow. I can appreciate that having the character walk slowly might be intentional in trying to set a creepy mood, but I would still like to be able to move faster or hold shift or something to run.

Overall I feel like if you're going for an atmospheric storytelling experience then it's heading in the right direction but not quite there with a solid story yet, and if you're feeling ambitious then adding more serious gaming mechanics could have a big impact.

Primajin responds:

Appreciate the detailed feedback. The story is meant to be somewhat cryptic at first, but the demo is fairly limited in what it reveals, as you progress bits and pieces will be easier to put together.

I'm not sure I agree on the walking speed, any faster and it starts to feel wrong to me.

There is some more interactive gameplay later on but perhaps I should have included some in the demo.

Thanks :)

Kinda cool for a bleakly themed platformer. The ambiance is spot on, and bonus for keeping corpses wherever the player dies.

For the game mechanics I think I would've liked his climbing to have been a little bit faster, and it sometimes got glitchy when I climbed down to the bottom edge of walls -- he kinda stood there not in climbing mode but also not falling. (I think it was in cases where I jumped from one wall to another wall and climbed down to the bottom of the second wall, but I'm not sure on what triggers it.) With just the movement mechanics that it had and limited threats (spikes, golems, and falling blocks) it seemed like it was about the right length, and if it were expanded to a larger game then it would probably need new mechanics introduced as you progress.

The platforming difficulty seems fine -- I died some on the first playthrough but made it through without dying on a second run. But some players will probably say they don't like jumping into stuff blindly without being able to see what they're getting into.

The big falling blocks might've been better with some other sprite because at first I thought maybe I was supposed to jump onto one of those and ride it, but that's a pretty minor point.

BelowGames responds:

Thank you for the recommendations. I will definitely try and expand some of the mechanics and mess with the camera to make it feel like a fairer experience.

Hotkeys plz?
Smth like:
1 - activate hospitalization mode
2 - activate testing mode
3 - activate quarantine mode
Q - buy tests
W - toggle lockdown
A - speed down
S - speed up
or maybe just numbers to be friendlier to people with AZERTY keyboards.

kikill responds:

Working on it!

It seems like it could be a thing if you expand and tweak it to be a harder platformer or add enemies or a timer or something, and give it a little polish.

It can git jittery if you're standing on the cling-on and are off to a side, and that should be ironed out. Might also be funner if the cling-on sinks slowly while you're standing on it to keep things from being too still, unless you want to go down a puzzle game route and make it so the player gets stuck and needs to reset if they move it too high and get stuck on a level. If you want the main challenge to be platforming, then maybe don't make it possible to float horizontally by standing on it and moving a little to the side, which would both fix that jitteriness and make it so you can't just float horizontally. Otherwise, it would need some other form of challenge because being able to float horizontally and always able to move up makes it super easy.

& wth, you made it in Godot and in the software credits listed Unity?

ZenoGameDev responds:

'& wth, you made it in Godot and in the software credits listed Unity?'
Oh, yea, I forgot I used Godot. I'm too used to credit Unity lol.🤣

Good game from a precision platformer standpoint with creative mechanics. From a puzzle solving perspective, in the last couple of levels it seemed like I was probably not solving them the way you intended at the end and was exploiting the block jumping mechanic you mention in the author comments (and have an example of in the video) which gets very easy when you have the freezing ability. At least for the final levels, if you don't want people to be able to do that as a cheesy way to win, then maybe have the goals on floating platforms instead of tops of cliffs.

If you do make any updates, it looks like this was made in Unity, so hopefully you're either not using PlayerPrefs for save data or you've implemented this to prevent saves from being lost on update: https://3p0ch.newgrounds.com/news/post/1086279

KanartStudio responds:

The game is full of shortcuts for those wanting to speedrun, some of them skip almost the whole level, and this is fully intended, also, the only thing using PlayerPrefs are the sound options, the save data is a file encrypted as binary and saved on the computer.
Thanks for the awesome feedback :D

You just don't see visual effects like this in a 48 hour game jam. The only thing I might have liked changed is being able to see the time remaining right after getting killed instead of going straight to snow static so I have a sense of how far through the level I was.

At first I thought that an avoider game mechanic would be mediocre. Eventually I figured out that the key is not avoiding the enemies, but is killing them efficiently enough that they won't be able to swarm you, and that mental switch made for a good game. There might not be very much more room to expand on the concept, but it's great for a short game jam.

As for the music, maybe it's just me, but something seemed out of key on the last level with everything overlaid (probably the background synth, the one without the sweep/flanger).

The only semi-buggy thing I came across is that when you select the note for the final level, the mouse can be right over an enemy emitter when the stage starts so you end up being instantly killed.

HealliesGames responds:

You got it right! The trick is to kill the enemies without getting "out of control" of the situation, making the screen full of enemies.
I agree with the nitpicks you say, also happened to me the mouse fact.

The music seemed right to me, but I'm not a musician, maybe there's a bit of off-key.

Thanks for the feedback, 3p0ch!

If you like hard games try my Daxolissian System series

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