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3p0ch

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It's an amazing game on desktop, but so fast paced that I can't play it on my piece of crap of a phone. So it should be a good excuse to get a better phone rite? :3

Edit: After "borrowing" an iPad from someone who will remain nameless because I'm pleading the 5th, yeah it plays well when you're not using a piece of crap phone but it's a helluva lot harder than with keyboard since it's an action platformer. Might be a skill issue tho...

Just-a-ng-dummy responds:

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I like the concept, but it got buggy for me pretty quickly and I wasn't able to play -- it seemed like the area where you would need to click or swipe in order to move objects was no longer correlating with where they actually appear on the screen. It's throwing some errors in the browser's Developer Tools under the Console tab in case looking there gives you any clues about what's going on.

DaelJericho responds:

Thank you for the tip!

I hope this game gets enough love -- it plays REALLY well on mobile and seems like a better mobile game than desktop game, but IDK if people leaving reviews will be playing it on mobile.

Also it made me realize I can't brain -- I can barely remember three toys and am otherwise pretty much random guessing.

Steventus responds:

Thank you so much for your comment! I'm so glad that you found it very enjoyable to play despite the highly simple game loop.

Best 3D game ever made in MS Paint. LMAO when I started playing.

While it's simple, the graphics are cute with some extra love from the post-collision projectiling and it's fun to play. That car horn is more of a jumpscare than I'd like to admit tho...

Unfortunately if I try to change the zoom on my browser to make everything fit in my screen, UI elements don't get scaled like they should and end up being too large and unreadable. If you try changing your browser zoom while playing, you might see that too.

I know there's a way to change that behavior in Godot but I haven't had to mess with it in Unity; it looks like there's a Canvas Scaler component where you can change the UI Scale Mode, and maybe it should be Scale with screen size if it's not already, but I don't have a Unity project at the moment where I can test it out myself.

shoebby responds:

Yea I fucked the UI up so it only really works in 1080p. might fix it down the line but that'll take some time.

It looks and "feels" kinda cool for a one-button game. But while the game does start to get catchy after getting into it, it risks losing people early since it starts needing precise timing pretty quickly. It would probably be better to include brief in-game instructions saying you need to click while the cube is on circles (not depending on the auto-repeat jumping that happens if you continuously hold down the button) to make special things happen. The submarine is just nuts to start controlling right off that switch from the cube, and having to restart from the beginning when it crashes is enough to make me call it quits at that point.

NeuronExtractor responds:

Uhhhhhhh... why not try playing like... Geometry Dash... instead, because that's actually a finished game which I am recreating

Well, the text shows up as black text against a very dark gray background. And it doesn't fit in the game canvas, so basically it's unplayable because on the first screen after starting a new game there are no accessible choices to click within the viewport which can't be scrolled with arrow keys or mouse wheel.

This will mostlikely get blammed, but that's why and those should be fixable problems by setting a light background color and adjusting the text size and location. A playable re-upload would probably do better.

I looked into the game a little further than the surface gimmick, but I was limited in how much I could find because even if you know it's there to look for, it's still hard. And it looks like most other players who've left reviews haven't looked even that deep.

I feel like adding a mechanic to make it possible for the player to slide down a 1-block size gap if they're near the center by pressing down (as well as making the browser screen not scroll if the player presses arrow keys while playing) or something would help at least with level 1, because otherwise it's annoying (not challenging fun) to do it. With later levels I've only found some but definitely not all of the stuff to find, so you would know better than me whether there are other mechanics that might've been lurking in the back of your mind as potentially being a similar kind of issue.

Maybe it's meant to be hard, but it's tough for a dev to judge difficulty when they've designed the secrets and spent hours playtesting their game compared to a player coming in as a blank slate, and it feels like this one might have overshot which I've definitely been guilty of doing in my own games.

If you like hard games try my Daxolissian System series

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