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3p0ch

428 Game Reviews

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5/5 and favorited. I admit that initially the movement seemed kind of wonky because of the bot's acceleration and the graphics pretty primitive, but after finishing the game, I've gotta say that this shit needs to get frontpaged and I want to see that battle with 02.

novusGem responds:

I'm glad that you liked it. Thanks for playing!!!

Bugs I've found so far:
After going through the introductory tutorial, I tried clicking on things like Troops and got a black screen and had to press F5 to refresh the page.
Arrow keys to scroll the view (either the numpad arrow keys or the keys that can only act as arrow keys on my laptop) won't scroll the view in battle. The only way I can scroll is with the mouse.
Even after the intro, it's still not clear how to make the auto-send troops work.
I don't like to spam the Shift key to fire at enemies.

The other players' comments so far didn't say anything about those, though, so maybe it's because of a problem on my end -- either my browser (Chrome Version 71.0.3578.98) or because I'm an idjit who doesn't know how to play.

GabrielBalas responds:

LOL, i think that the problem about the blank screen isn't a bug of the game, maybe, like you said, it's a problem of your browser, but i'll look after this. And now, about the other bugs you've spotted, i'm really thanks, because i really need these feedbacks to be able to improve the game (once it's not 100% finished). So thank you so much!

This gets tough really fast; I'm doing well if my runs last a minute. It's a good game as it is, but if you'd like to try to put a little more work into it to get a more popular game in the end, I'd recommend letting the runs last longer and having an ultimate goal for the game.

A typical way of doing that would be having the points count as currency that accumulates so the player can spend them to unlock upgrades to make the game easier and make the runs last longer (along the lines of shields or time slowings that are triggerable by a keypress and can be activated N times per run, where N increases the more is spent on it, or smth), with the speed gradually increasing during each run (if it's not doing that already) so it will eventually get tough no matter how many perks are unlocked, and a target distance to reach to finish the game or reach new levels.

There are undoubtedly many other possible approaches to make the runs last longer and generate a sense of progressing.

stuthemoo responds:

Thanks, you make some good suggestions. This was just a small game I did to take a break from a larger project I'm working on. That's why it's pretty simple, I don't feel like I have the motivation to implement things like currency upgrades at this stage :)

The sometimes weird and outside-the-box thinking without getting ridiculously outside the box was well done in keeping with your earlier submissions. The negative levels and hidden -12th level reminded me of ThePowerOfWhat; is that gonna be your trademark?

joqlepecheur responds:

yup, and I will probably keep experimenting like this ;) thanks for the feedback

It's well made as far as clicker games go, but I absolutely hate clicker and idle games and I don't like that the description pitched it as a strategy/adventure game when it's really just a clicker. Better to pitch it as what it is so people who like clicker games will play it and people like me will play something else.

5/5, favorited, and following. This is insanely well designed for a Ludum Dare game with the only noticeable flaw being the music apparently having multiple spawnings that overlap each other, but the concept and implementation of the puzzle design and graphics are top notch.

I agree with coltizart: it looks like a great and deep game, but at times I was wondering what the hell was going on. Partly when I got to a stage with a bunch of snow and reached what seemed like the end of the stage, but it was just a bridge to a dead end with an invincibility powerup that doesn't keep you from dying if you drive off the dead end. Also when I somehow got on a freeway and seemed to be able to just ride forever without having to worry about running out of energy and apparently able to just collect a few coins on each freeway stage indefinitely to run the score up.

For much of that, it's probably just a matter of me needing to play more to figure out what's going on, but if you really can stay on the highway pretty much indefinitely picking up coins then I'd recommend changing that somehow before putting up a leaderboard.

UltimoGames responds:

thanks for the review 3p0ch! Really interesting to read how people receive and experience this game.

Not bad, but the whole time I was distracted thinking "is this guy wearing a shirt and pants and still living in an era where they're tossing people into a volcano to appease the gods?"

F1Krazy responds:

People wore shirts and pants back in the toss-people-into-volcano days. I didn't know what other outfit to give him :P

I agree with most of the other comments. The puzzle mechanics are really nice, although I get the feeling that they could be expanded upon a lot more -- there are thirty levels in the game but it almost felt like there was more tutorial than actual challenge (counting the levels after 26 as tutorial). Graphics are nice although some sort of a face would probably have made it a bit better and music was a plus.

Level 26 was pretty evil if it's supposed to be finished the way I did it, and probably how davidpuralocura did. I'm not saying that's a bad thing, but it's sure to make some people rage. And 19 can be passed either with a "correct" looking approach or an approach that looks like it should be a fail but takes you to the next level (moves for the failwin approach are DR UL UR DR UR UR UR).

I agree with ercjaeb that I think it'd be nice if we could see where the exit will appear, and ideally also things that make effects unambiguous like where platforms will appear if you walk on a platform that makes them appear, and where teleporters will take you. And if we could see the entire map without moving the character around. But those are small nitpicks.

I didn't have any issues with using arrow keys to control diagonal movement and thought it seemed pretty natural. This might be a case where most people think it's just fine and don't bother to comment about it, while people who it's an issue for are going to comment about it.

And I need to go wash my brain after reading that comment by Thefemaledude, especially with that username.

I sort of agree with the other reviewers... does the invincible hairy guy just come out if you take too long on a level? And I took a while on the first level and he came out really fast on the second, so is there something like a cumulative countdown timer that you could just show somewhere as part of routine gameplay? If that invincible hairy guy is part of a timer to say you're taking to long and u sux so it's time to die and start trying to git gud then... well... I guess I sux cuz I got kilt by him a lot.

It also took me a while to figure out that you need to find a key before you can open a door to the next level. I wouldn't fault you for leaving that as something for players to discover on their own without being mentioned in the description, but overall I have to agree that it seems like more explanation of what's going on in the game could help.

That said, I'll probably come back to this game later and figure out what's going on and be like "Nah, don't explain anything, just let ppl figure shit out on their own and it'll be awesome once they do". From what I can see so far, it looks like this game was pretty professionally made.

tobyalden responds:

Thanks for taking the time to write a review! The hairy guy comes out as soon as you grab the key, so you can take your time exploring the level until then.

If you like hard games try my Daxolissian System series

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