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3p0ch

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I finished the game but I think my performance was a disgrace to cat-kind's agility -- I'm not used to being as bouncy as Sushi Cat.

Why do you humans always have to blame us cats when the furniture breaks tho? 0:)

I 100% expected the brown M&M to make a cameo in a game about clearing out snacks in the 80s

fleup responds:

2895??? That's an amazing score!

I totes sympathize with the guy who's about to get rekt by a giant wall of monstrous code in Godot -- that's usually how I know I'd better wrap up my games and publish 'em :3

blit-blat responds:

Haha, we've all been there, maybe the game should carry a "based on real events" warning! :D Also, thank you for work on the getting the NGAPI working with Godot, it was a big, big help! <3

It's amazing how much can be done in 13 kb with pure JavaScript. But the game freezes when I plug in my gamepad (a Switch gamepad on a Windows system) with the Dev Tools - Console showing
Chrome: Uncaught TypeError: Cannot read properties of undefined (reading 'pressed')
Firefox: Uncaught TypeError: e.buttons[t] is undefined

KilledByAPixel responds:

Tthank you for the bug report, I will look into it!

I have tested with a xbox 360 controller and a snes style controller.

Update: Switch controllers now supported! Thanks to 3p0ch for the help.

Man that executioner had bad aim if I've still got an arm

Top notch job of adding nice little touches like a GDevelop splash screen and juicy gunfire to keep the game feeling fun throughout. Might be nice to also have it save progress so you can restart at level 10-20-30 etc up to the last boss you beat, and skip the tutorial if you already played the game before and came back. (inb4 you reply "Nah, skill issue - you should just quit dying :p")

It does seem like it could be a very good game for players who are into grinding. That's just unfortunately not me these days. Big picture, I agree with the other reviewers who (in general) said to let the players know even sooner that there will be a permanent upgrade shop after each game-over, and if it wouldn't be too detrimental to your overall design goals then I might suggest making newly unlocked structures like new towers or mana generators being buildable from the outset after getting the perma-upgrade instead of needing to also progress through a level enough to actually get that bonus card dealt during the level.

A couple other minor comments for the next round of updates: Making the camera pan around seems a little janky – two buttons at once to move diagonal won't work, and buttons won't work at all if the mouse is hovering over the gun upgrade window while you're pressing.

There seems to be a bug if you click twice at the same spot while building a gun without moving the mouse between clicks then I think it builds two guns at the exact same spot(?) but is definitely not building a gun and then opening the upgrade menu for it like I was expecting.

bluemath responds:

Thanks @3p0ch for excellent feedback

> two buttons at once to move diagonal won't work
Fixed

> buttons won't work at all if the mouse is hovering over the gun upgrade window
will fix it in future

> you click twice at the same spot...
Great catch. Fixed. Now the new tower is selected on second click.

> making newly unlocked structures like new towers or mana generators being buildable from the outset

This will be possible by virtue of selecting specific Gods. Check the Pantheon panel.

> ... grinding ...

Check out my earlier TD game on Steam: Dofense. I made it specifically to avoid grind and focus on strategic puzzle aspect of TD gameplay. As for GoD, I'm exploring how to make the grind enjoyable. Ideally I would like to recreate the same experience as Hades.

Cheers!

It's not an intuitive game to get into so I feel like it might get underrated from players who just get overwhelmed off the bat and leave. Once you get into it and see the mechanics that are going on, it becomes clear how best to play it and appreciate it for what it is, although admittedly even then there's some random chance at play (which I found out when I got two faith nerf events back-to-back that rekt me)

Man it's hard to really control the bit and hit or avoid what you intend to without going off screen.

Reminds me of when I made Espionage and only a couple of ppl aside from me could actually play the damn game. I'd def recommend easier controls, at least at the start of your games, because for whatever reason gamers' brains are wired so if they feel like they can't control stuff easily then the game is the problem whereas if they can control stuff fine but they get their ass blasted by a swarm of enemies then it's on them.

ImmanentDeath responds:

You're absolutely right, but I'm not here to make games that are easy. Usually what I try to do is teach you how to play before I throw the wild stuff at you, that's why you have a few seconds at the start that's more or less just you trying to stay on-screen. Learning the controls is part of learning the game.

So basically what I'm saying is you gotta git gud.

I was going to complain that the bazookas were OP. But then I realized: they're goddamn bazookas, of course they're OP.

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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