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3p0ch

428 Game Reviews

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Very good game, the whole way it "feels" when you play with both the puzzle solving aspect of a slider game and the adrenaline and skill component with fast movement and (optional) times to beat worked well IMO.

The only minor thing is for Gauntlet mode: some levels the text to press a button to start playing blocks your view of some of the level so you can't plan before starting, and it would be nice to have numbers on teleporters to know where you'll end up. Most players probably won't care since it's easy enough to plan after starting the timer and experimenting and then reset to go for a serious run if you want, although I'm surprised that you let people reset the level in Gauntlet mode if they bork it up.

platformalist responds:

Hey 3p0ch! Thanks so much for the in-depth comment and feedback. Really appreciate it. :)

Glad that the puzzle/action hybrid vibes came through - that was what I was really hoping to deliver since I love block-puzzlers but also twitchy action games.

If I recall, resetting your timer in Gauntlet mode only resets the level timer, but doesn't reset your Gauntlet timer - so you can still go back for a better level time, but it negatively affects your overall Gauntlet score. I'll have to peek back in the code and check if this is in fact the case.

The other notes you've left are things I hummed and hawed on during development, and you're definitely not the first player to mention the possibility of numbering the teleporters! I've got a small update to push in the next couple weeks, so I've noted your feedback as possible items to address while I'm at it.

Thanks again for playing and for the feedback! :)

My switch controller isn't working like it should -- sometimes the left stick and buttons get recognized like on the main menu and motherboard, but I couldn't control the actual battle with it at all, and I get the feeling there's something more fundamental than it just being an issue with gamepad axis/button mapping being inconsistent in the underlying HTML/JavaScript that Unity's web builds have to rely on. It sure looks like it'll be a good game based on what I could see and the author comments, but WASD to move and arrows to aim and P to shoot is a nightmare.

Since you're planning to be gamepad focused and make it compatible with different hardware, feel free to use the approach I did of asking the player to press all the buttons and move all the axes while you listen to see how everything's mapped -- you can see how I did it in Quad at https://www.newgrounds.com/portal/view/848392 and I posted a link in the author description to source code to implement it, including a Unity implementation.

This is why you shouldn't light your farts on fire, kids. It'll make sokoban-ing a lot more difficult.

You just need to make the game start on level 7 (I think that was the one where it started getting 3D) because otherwise people will get bored and stop playing before then, and say "right click and drag to rotate" at the beginning of the level underneath "observe the piece".

natomarcacini responds:

Thanks for the feedback. I'll add the tip of rotating the camera in full release.

I agree with HappyAmeoba - would really like to have some sort of indicator of the grappling range because at first when I was clicking things thinking it would fire but nothing happened because nothing was within range I thought the game was just bugged or smth. Or make the hook fire to it's max range but then retract back if it doesn't hit anything if that seems better from a game design perspective.

Wow, either a lot of effort went into making this game "feel" right in terms of overall cuteness and touches of goofiness of how the toast player and the toaster horsie behaves or you're a natural at it, or both. The controls did feel janky at first, but I think it's because I thought I was supposed to be able to jump with space and be able to shoot until I get back into the toaster again, so wasn't keeping jump held down long enough.

Now I don't feel so bad for having a username in 1337 and being a "cyan cat" anymore

Kolumbo responds:

CYAN CAT I LOVE IT

10/10
But the calculator says that means you get a 1....

It's a nice old-school game. I started a run and ran into a softlock when I tried to open the locker and it wouldn't let me leave -- I think I had even found the clue to solve it and was entering it correctly but it still wouldn't open, but if someone hasn't found that clue they could probably get stuck there.

On a second run through the combination worked fine, finished the game.

On a third run to confirm that you'll get softlocked if you go to the locker and try entering something without knowing the combination yet, yeah, confirmed that softlocks it. You'll probably want to add a way to leave the locker after trying a combination.

awesomeunderscore responds:

Ok thanks for the comment I will see what i can do

This is pretty cool. I've still only played a couple of runs, but early impression is that I'd like a little more visual and/or audio feedback to let me know if I've been hit. Shift or smth to run might also be nice.

If you like hard games try my Daxolissian System series

plasmid @3p0ch

Cat

Scientist

Read the manual & try stuff

So Cal

Joined on 2/13/10

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