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Lots of bugs.

I started playing on Chrome in Windows. First time loading, the assets for the planets on the level select screen must not have loaded because the game was just showing the icons that it shows if you try to run a Phaser game from a local drive without having a webserver set up. I reloaded on Chrome and it worked ok, but then after finishing the first level and entering the UFO the game went to a black screen and froze, with the background music (which seems too quiet) still playing. I tried reloading the page again on Chrome and replaying and it had the same black screen after finishing the first level.

Then I switched to Firefox and it was even worse: same issue of not loading the planet assets for the level select screen that I saw with Chrome the first time. After reloading the page it still wouldn't load the planet assets, and when I started the level there were a bunch of assets that also looked like they weren't loading and just giving that icon.

IDK what's going on, but hopefully it's just a matter of needing to take the first Scene that loads and adding a preloader to it with a
preload() {
this.load.image("logo", "assets/jamlogo.png");
this.load.image("title", "assets/title.png");
this.load.image("button", "assets/button.png");
...etc...
}
statement to get the game running smoothly before the Game Jam deadline. If that isn't the issue, then I'm afraid it's beyond my very limited knowledge of Phaser to be able to offer much help with.

---------- Edit ----------

It looks like that patch completely fixed the issues I was having earlier, and I played the first five levels and they ran perfectly. It was a pretty fun game up to that point, but then when I start the sixth level it goes just a little bit into the level and then freezes (music is still playing and can even be muted and resumed, but the guy stops moving and bullets stop mid-air before any enemies appear).

What I'm seeing on my browser's developer screen console is:
Uncaught TypeError: Cannot read property 'length' of undefined
at Object.getRandomItem (phaser.min.js:3)
at Object.getRandomItem (utils.js:105)
at getSpawnProperties (spawner.js:18)
at e.Timer.update (phaser.min.js:3)
at e.Time.updateTimers (phaser.min.js:3)
at e.Time.update (phaser.min.js:3)
at e.Game.update (phaser.min.js:3)
at e.RequestAnimationFrame.updateRAF (phaser.min.js:3)
at window.requestAnimationFrame.forceSetTimeOut._onLoop (phaser.min.js:3)

Netgfx responds:

Thanks for the input, I was testing the game from localhost which always loaded the assets fast (even without cache), I saw the issue and added a fix also upped the music a bit (although with headphones its quite loud). The black screen also should not be an issue now clicking on a planet to launch should properly take you to the corresponding planet+end-boss. Thanks!

@3poch New version uploaded with a fix, you can now enjoy the final battle!

Overall it was a nice retro point-n-click game, and while I'm not typically a big point-n-click game fan I can appreciate it. The series as a whole is becoming somewhat memorable as I recognize the style of the previous episodes, although moreso because of the retro styling than the horror/mystery element. Getting a stronger horror/mystery ambiance might be difficult with retro graphics and sound, but the Last Door and Deep Sleep series did it well so it's not impossible, and I get the feeling that it could take the series to another level.

As for the game's puzzles, there was one item that I thought was too much of a pixel hunt to find, and I'm a little ashamed to admit how much time I spent trying to figure out how to enter 11, 9, 2 as a three digit combination.

Edit: I was going based on the room with a lot of barrels -- there was a pile of 11, a pile of 9, and a pile of 2 without any other purpose that I could remember. So I figured they were the three numbers and tried all sorts of stuff like just counting the top row, just the bottom row, taking the difference between the top and bottom rows, and some other things I can't remember.

JeffreyDriver responds:

Thanks. Where did you get the 11, 9, 2 figure from? Because there's two ways to get the number for the lock, and that combination is nowhere near!

Cool concept, I like the surrealnes of it, but aiming gets ridiculous with some of those camera angles.

piratechipgames responds:

Thanks! Glad you liked it and thanks for the feedback.

-Ibrahim

This is a very polished and sort of fun game. Way too easy for my tastes, but it might be good for kids or more casual puzzle gamers.

Diemorth responds:

Thanks for playing! I hope to bring more complex games in the future to satisfy this more advanced audience. :>

The interact key (n) didn't seem to work if I had movement keys held down while pressing it, so I wasn't actually checking stuff and I had no idea that I wasn't and I ended up confused as heckk. IDK if it's just a synchronous keypress issue with my keyboard, but it made controlling feel unnatural, so best to avoid that in any serious game if possible.

plufmot responds:

Thanks for the feedback! That was a problem I overlooked when making this, thanks for bringing it to my attention! 😀

The mechanic of being able to switch characters that you control is something you don't see very often, if ever, in point-n-click games. It was nice to see it incorporated, but I got the feeling that it didn't end up adding very much depth to the game because the puzzles were still fairly straightforward without much brain-busting over how to keep multiple characters coordinating to achieve a goal. If you decide to make a sequel, I would definitely recommend putting a good deal of work into designing puzzles that exploit that mechanic well -- and if you can really get people to have to think outside of the box to use character switching and cooperation effectively without it becoming tedious to manage then you'll have a real gem on your hands.

A less important point but one worth mentioning is that the controls seemed a little clunkier than with most point-n-click games. I'm not sure how your game engine is set up and whether it would be easy to change, but maybe it would be easier on the players if the arrow by default becomes either a walking symbol if the mouse is over a walkable area and you move there if you click, or a magnifying glass if it's over an interactable object and you look at an object if you click, and there are buttons at the bottom for interaction and talking etc that would override the walking or looking actions if you select it. And for the inventory: pick stuff up by using the interact button on the object to pick it up without having to use a separate inventory button, always have the inventory slots up so you can click on any object in your inventory to try to use it, and get rid of the current backpack-shaped inventory button entirely. Or just find a point-n-click game you like a lot and see how they handle user interface stuff and do something similar.

KnoseDoge responds:

yes, this is something that i myself feel. i don't go deep at all into the switch/combie character mechanics, mostly because i originally had a pretty hard time constraint when i made this game (and some because i am not very good at making puzzles hahaha).

thank you nonetheless for your feedback. if i do start working on the sequel, i will probably have to redo most of the ""engine"" (it is made in gamemaker, but with some HEAVY scripts handling all the point&click stuff). it isn't too hard to add content to it, but i would like to make it even more simple (just text-handling is a nightmare. dialouge trees? oh mama)

Maybe I'm just not smart enough to figure out what the clues are to realize what numbers you need to use. I could find the level select just by trying a bunch. Then eventually found that there are active numbers scattered all over the place. I googled to find that 112 is actually a cell phone number that's used in Europe, but I would never have guessed that and am not sure if there would have been any straightforward way for me to look it up anywhere. Tried googling a few other numbers that I found worked, and came up with nothing. Then decided that I'm not going to just brute force 1000 numbers to find out what they do.

Other games that you've uploaded have been good, so I'm giving the benefit of the doubt and assuming that I just haven't figured out how I'm supposed to approach it.

Edit: All right, much better now that there's a directory in the comments :)
It seemed more like a matter of just trying everything than really figuring out puzzles, but it was still enjoyable.

joqlepecheur responds:

Hi there, sorry about that I attached a file in the project and thought it was accessible. You are not supposed to brute force on the contrary. I edited the content (I hope you can give it another go !)

Not bad. I haven't finished all of the levels yet, but so far it doesn't seem very challenging. I would recommend at least adding a bonus for finishing levels in the minimum number of moves (or at least a small number of moves) to give it some more challenge while still letting people progress if they finish the level regardless of how many moves they take (since some players suck and will downrate you if they can't win).

I have left and come back, and I would like a way to resume at the last level I was on when I left. Either with it auto-continuing wherever I left off, or with a level select screen that shows which levels I've finished so I can pick the next one I haven't done yet.

The only other thing is that sometimes when I click on a square to move it, I'll want to move it up/down or left/right, but the program will start moving it the other way and I have to abort the move and retry. I'd prefer if it didn't do that.

Lakshaymavia responds:

Thank you so much for this detailed review. I really appreciate it and I love it. Yes All these level are not that hard but I as these are the starting level I don't want this to be hard. I was too thinking about the no. of moves or the star rating system. I will add that. And also when you start play it will take you to the last played level.
And I want to about the last point. I have the same issue sometimes that's why I make the functionality that if the block move to some other position then only It will count move. As you are also a dev ,If I increase the drag force I think it will not look responsive. Thank you again for your suggestion. I will work on it.

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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