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3p0ch

430 Game Reviews

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Lots of bugs.

I started playing on Chrome in Windows. First time loading, the assets for the planets on the level select screen must not have loaded because the game was just showing the icons that it shows if you try to run a Phaser game from a local drive without having a webserver set up. I reloaded on Chrome and it worked ok, but then after finishing the first level and entering the UFO the game went to a black screen and froze, with the background music (which seems too quiet) still playing. I tried reloading the page again on Chrome and replaying and it had the same black screen after finishing the first level.

Then I switched to Firefox and it was even worse: same issue of not loading the planet assets for the level select screen that I saw with Chrome the first time. After reloading the page it still wouldn't load the planet assets, and when I started the level there were a bunch of assets that also looked like they weren't loading and just giving that icon.

IDK what's going on, but hopefully it's just a matter of needing to take the first Scene that loads and adding a preloader to it with a
preload() {
this.load.image("logo", "assets/jamlogo.png");
this.load.image("title", "assets/title.png");
this.load.image("button", "assets/button.png");
...etc...
}
statement to get the game running smoothly before the Game Jam deadline. If that isn't the issue, then I'm afraid it's beyond my very limited knowledge of Phaser to be able to offer much help with.

---------- Edit ----------

It looks like that patch completely fixed the issues I was having earlier, and I played the first five levels and they ran perfectly. It was a pretty fun game up to that point, but then when I start the sixth level it goes just a little bit into the level and then freezes (music is still playing and can even be muted and resumed, but the guy stops moving and bullets stop mid-air before any enemies appear).

What I'm seeing on my browser's developer screen console is:
Uncaught TypeError: Cannot read property 'length' of undefined
at Object.getRandomItem (phaser.min.js:3)
at Object.getRandomItem (utils.js:105)
at getSpawnProperties (spawner.js:18)
at e.Timer.update (phaser.min.js:3)
at e.Time.updateTimers (phaser.min.js:3)
at e.Time.update (phaser.min.js:3)
at e.Game.update (phaser.min.js:3)
at e.RequestAnimationFrame.updateRAF (phaser.min.js:3)
at window.requestAnimationFrame.forceSetTimeOut._onLoop (phaser.min.js:3)

Netgfx responds:

Thanks for the input, I was testing the game from localhost which always loaded the assets fast (even without cache), I saw the issue and added a fix also upped the music a bit (although with headphones its quite loud). The black screen also should not be an issue now clicking on a planet to launch should properly take you to the corresponding planet+end-boss. Thanks!

@3poch New version uploaded with a fix, you can now enjoy the final battle!

When I play it, even if I hold down space constantly on the first level, the rocket doesn't generate enough thrust to get off the ground. Does that in either Chrome or Firefox on Windows FWIW, but I get the feeling that's probably unrelated to the underlying issue. Assuming the game was working fine for you when you were developing it, the only think I can think of is if it's an issue of different framerates when you're in Unity vs in the WebGL build that're screwing up the physics if it's not scaling by Time.deltaTime (or if the scaling math didn't end up behaving like you would want it to). I hope you get it working 'cuz it looks like it might be an allright game if I could actually play it.

Overall it was a nice retro point-n-click game, and while I'm not typically a big point-n-click game fan I can appreciate it. The series as a whole is becoming somewhat memorable as I recognize the style of the previous episodes, although moreso because of the retro styling than the horror/mystery element. Getting a stronger horror/mystery ambiance might be difficult with retro graphics and sound, but the Last Door and Deep Sleep series did it well so it's not impossible, and I get the feeling that it could take the series to another level.

As for the game's puzzles, there was one item that I thought was too much of a pixel hunt to find, and I'm a little ashamed to admit how much time I spent trying to figure out how to enter 11, 9, 2 as a three digit combination.

Edit: I was going based on the room with a lot of barrels -- there was a pile of 11, a pile of 9, and a pile of 2 without any other purpose that I could remember. So I figured they were the three numbers and tried all sorts of stuff like just counting the top row, just the bottom row, taking the difference between the top and bottom rows, and some other things I can't remember.

JeffreyDriver responds:

Thanks. Where did you get the 11, 9, 2 figure from? Because there's two ways to get the number for the lock, and that combination is nowhere near!

Cool concept, I like the surrealnes of it, but aiming gets ridiculous with some of those camera angles.

piratechipgames responds:

Thanks! Glad you liked it and thanks for the feedback.

-Ibrahim

This is a very polished and sort of fun game. Way too easy for my tastes, but it might be good for kids or more casual puzzle gamers.

Diemorth responds:

Thanks for playing! I hope to bring more complex games in the future to satisfy this more advanced audience. :>

The graphics are pretty nice, so I played for a while. I killed a swarm of those boss-like creatures that hang out in the back and fire two big-ass shots at a time at me. Now I'm sitting around twiddling my thumbs looking at empty space with nothing else spawning, and reading comments that talk about how I could have fired those dynamite things if there had been any instructions or an obvious key to press to fire them.

Cool little game. The graphics are nice pixelart and the overly happy pump that looks like he prolly gets a kick out of swinging a huge club is adorable. Music fits really well with the theme of being halloween-y in more of a whimsically fun than scary or disturbing way. Most of the levels are pretty easy peasy but it does start to get challenging at the end, and the overall physics and controls seem fluid.

IDK if it was a bug or an intentional design feature but on the spamattacktofly (or smth like that) level I couldn't fly all the way across by spamming but I did somehow end up landing on the spikes safely while spamming and just walked across to finish that level. So yeah I cheated :3 (Using Chrome on Windows in case that's any help, and that was after dying correctly on the spikes a few times so probably a sorta rare event)

I saw it was a Mr. Nannings game and rated it while it was loading TBH. And I'm leaving the rating where it is. The game's tagged "easy" and "simple" so you already know this, but I'd've given it a full 5/5 if it were more challenging and/or had more brain-twisting from the swapping mechanics. It mosdef deserves at least 4.5 stars though.

I ran into the same problem as with the previous upload of the same game -- at the end of level 9 it stopped spawning enemies but the level didn't end and the game wouldn't progress, it just continued to keep accumulating power. I tried reloading the page and it restarted from level 1.

The interact key (n) didn't seem to work if I had movement keys held down while pressing it, so I wasn't actually checking stuff and I had no idea that I wasn't and I ended up confused as heckk. IDK if it's just a synchronous keypress issue with my keyboard, but it made controlling feel unnatural, so best to avoid that in any serious game if possible.

plufmot responds:

Thanks for the feedback! That was a problem I overlooked when making this, thanks for bringing it to my attention! 😀

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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