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The game itself was nice so far... except for one incredibly annoying thing. Please, please, do not make the player mash random keys to fill in diary entries. Just make them pop up. I quit playing simply because of that. Srsly. Will come back and play more if/when that gets changed.

Oh shit don't tell me mah fan levels are lost 4evar? My compy that I made them on and the email account I sent them from both died ;_;

They would totes kik everonez asses :3

MakeGamesHappen responds:

Yeah. I am sorry. We halted developement on the game because Flash was kind of a bad choice, but was what I was most proficient at the time. I am learning WebGL and OpenGL. With the intention of re-making the game with an awesome rendering engine.

The goal is to be able to have all the original level design data compatible with the new engine.
So if that happens I'll try and dig up your old levels.

-John Mark

Dude no way are asteroid mining spaceships that hard to control IRL!

Sometimes a hard game seems like it's hard because of cheap moves on the programmer's part that just makes people want to ragequit. Somehow, this game ended up being as hard as staying awake through an English class but still just made me want to keep playing instead of ragequitting and eventually start to git gud. But then I ran into that frickin monstrostiy of an alien anvil on a pendulum that just bent me over whenever I tried to pick up the miners on the third level, and I've had enough of that tormentor for now. I might come back sometime later to see if I can figure out how to deal with that abomination tho.

colburt187 responds:

What happened was they designed the ships on earth then when they got to planet Musk the gravity was nothing like they thought it was, but they had blown the budget.

This was a nice little game. I played through it as the first guy at least on normal level, and after I got the hang of blocking and counterattacking I could (usually) pin the opponent in the corner and beat the shit out of him, so I say you have every right to respond to people whining "it's too hard" by saying "nah u jus sux, git gud r git lost".

There's definitely room for improvement with, well, pretty much everything from graphics to sound/music and even gameplay (maybe prevent pinning someone in a corner from being so overpowered) but it's still a pretty good game for what it is. On my second playthrough as a different guy the game bugged out and I was stuck crouching and sliding right while the opponent didn't do anything, not sure if that's a bug on my end or in the code (using Chrome on Windows with Flash 27.0.0.187).

OMG at the reviews complaining that the clock is wrong!

You, good sir (or madam), get five stars as compensation for such ridiculousness. Even though the puzzles were definitely on the easy side this time around. Loved the ending :3

It's difficult to give a review on such a short demo. There are a few important things that a great game in this genre should accomplish. First, the gameplay should be a fun challenge -- either solving puzzles to progress like in a point-and-click game, or if you introduce combat mechanics then finding creative ways to defeat opponents (other than just picking attack until you're low on health and then healing). Second, the game should create an immersive fantasy world and storyline (preferably branching and non-linear) for the player to experience, as if its main job were to tell a story and the player is a participant. Sort of along the lines of Undertale or Ouroboros or Hyptosis games or something.

With a demo this short, it would be impossible to tell an engaging story. And I have to agree with timeattack that getting washed and dressed and eating breakfast seems more like a chore than a fun gameplaying experience; more like a point-and-click game where you just click randomly on things and eventually make the story progress just by trying everything instead of by figuring things out. So I can't honestly say I think it's heading toward being a great game, but at least I hope I explained why I'm thinking that way and what big-picture things you could focus on to try to improve.

Marcgal responds:

Thank you for you opinion & review.

Though, I must say I'm surprised people find it non-obvious how to get dressed and washed and have to resort to click randomly on everything. I thought I've put enough hints in the dialogue? I thought if my mom with little prior experience with games could, for most part, figure it out on her own, then guys on NG should have little problem with this?

I still wonder where exactly was my mistake here...

Graphics are nice, but the gameplay is just random numbers with no skill or strategy or anything? No thanks.

RHMGames responds:

Thanks for comment, Yes, that's the style of the game. :)

I'm not entirely sure what to think about this game and how it would appeal to a player. It's sort of like a sokoban but with a goal of just reaching an exit, which is not a challenge at all in any of the levels so not fun purely as a puzzler. It also sort of has aspects of an art game, but what's the artistic message? There's a guy trapped in a puzzle who thinks he can get out but he really can't... maybe if it were extended to IRL in some transcendental way of making people reflect on how their own lives are a futile attempt to achieve an impossible goal, or can be perceived as such unless they realize what's really important in life, or some other such philosophical drivel that makes people feel like they have a deeper understanding of things then I could appreciate it as an art game. Overall, I agree with Ewelupp, Thegamingtrickster, and Mekka23 -- it could benefit from harder puzzles (even if you're going for more of an art game), a more gripping storyline and message (even if you turn it into a more challenging puzzler), and the best graphics / music / sounds you can muster.

That took some getting used to before I could kill the opponent. All the special effects when I fire made it difficult to see much at all, and very difficult to see where the enemy was going and whether or not I was hitting him. That makes it tough, and I suspect most players would want to be able to see what they're doing better and have the challenge come from the opponent being powerful instead of having their own shots obscure their view.

When I was playing, most of the battle took place outside of the buildings area and in an open field. So it ended up being just a matter of holding left or right to strafe around and avoid being hit, while I tried to keep the enemy in the crosshairs and fire short bursts so my shots didn't obscure my view. Then I tried playing again and staying within the buildings area to see if that made it more fun, but it started to seem unfair that the enemy could sneak up and tag me while I was having trouble finding him at all among the buildings, and it got practically impossible to follow the enemy when he started jumping around. Then I got hit and thrown in the air and landed on a rooftop with a small fence-like thing at the ledge with no way of getting off.

This is a very nice engine (idk how much of the engine you made yourself or how much came with the programming package you were using), but there's still a lot of work ahead to turn it into a really fun game.

Java-N responds:

Thank you very much for sharing your experience after playing the game!

I totally agree, it still needs to be a fun game.

By the way, the challenge was to create by myself the system of movement of the main character, and the camera, as well as the artificial intelligence of the enemy (which lacks much to improve) the only thing not done by me were the buildings , The soil, the sun, and the particle system that i downloaded from the asset store.

I will continue to work on it to make it a really fun game :D

Reminds me of SeppuKuties :3
Mosdef check it out if you haven't already, for inspiration and to see what's been done with the concept. Fortunately in this game the dead bodies aren't as slippery.

rodolfodth responds:

yeah, I found SeppuKuties after I made this one xD (this version was made in 2015), and now I'm working on the full version which will me a "plot driven semi-open world 2d platformer" xDD
<3 thanks for your feedback!

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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