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3p0ch

435 Game Reviews

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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.

I was pretty much planning to rate this 5/5 as soon as I saw that it was a new Crescentyr game. And it successfully met my expectations. I admit I was impatient and just started playing without going through the "How To Play" instructions so I was kind of lost at first, but now that I've seen the tutorial and played a few levels I can appreciate how well this game works.

Crescentyr responds:

Hey, thanks a lot! :)

Overall the game was very fun to play. The graphic effects and music are great, especially considering that this was for a game jam. Exploration is the heart of the game and comes across pretty well. If you decide to expand on this concept outside of the game jam, I would definitely suggest adding combat mechanics.

It's a nice concept, and if you plan to develop it further I have a few suggestions to consider.

First, when the character switches directions to move into a corridor with a width of 1, he often gets "stuck" if he's not perfectly aligned with the new corridor you're trying to move into, and it might run more smoothly if when you change direction the program automatically aligns you with whichever row or column you're primarily within.

Second, I agree with JeffreyDriver that it seems like it could use some sort of threat (or various different kinds of threats) that are out to kill you. And if you do modify the game to go with that approach, I would suggest making some sort of signal showing where the player and the exit are from the very beginning (like concentric circles emanating from their positions or something) so players can be reasonably expected to start moving quickly to get away from a minotaur or whatever instead of having to search around with the torch for a while to even see where they are.

Kabalitox responds:

Indeed, there are some small problems of collisions that I have already taken into account and that I would try to solve.
And I totally agree with you and JeffreyDriver, it is possible later to add enemies and sonar sonar system is very interesting, I would look into the question, thank you!

If you like hard games try my Daxolissian System series

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