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IDK how long the Adventure Jam gave you to make it, but the gameplay and overall production look a lot better than most jam games. It's certainly something that could be expanded into a larger game if you were so inclined.

It's too bad about all the reviews seeing a blank screen... if you find out what's wrong then let them know when it's fixed 'cause I'd hate to see the game score low and go unnoticed because of it.

CubeBleu responds:

Two weeks, but also it was our first game so there is still a few problems to fix I guess!
Thank you for the kind comment :D

I know you might hate to see me say this and feel like it's impossible to please everyone... but I think I liked it better in the version where you can't outrun the guards and you had to actually play well or die. The update that made you able to skip the into was a good move though. I really liked the original version, so I'll still give a pretty high score.

Edit: Even his walk speed is faster than the guards right now though

xinelu responds:

Yeah, even Skyrim pleased everyone right? haha

You also can try not to use the sprint + box! Think it like a personal challenge.

(: But thx for the review anyway I appreciate you played more than once!

You just need one interception and the game's done? I thought I'd need to do that three times.

This is bizarre as all fuck, and most of the challenge of the game is in figuring out how things work and what you need to do. Once I figured out most(?) of the mechanics it was pretty straightforward. The appeal isn't in typical gaming, but more about the drug trippiness and fetish (IDK if I would go quite so far as tagging it "hentai" but it's not far off) and figuring out shit that's somehow impossible to figure out even though it's flat out explained to you. For anyone who wants to experience it, this is unlike any other game out there and is worth playing through and figuring out... even if I did think some of the text parts were kinda tl,dr.

railslave responds:

Thanks, I got plenty more weirdness like this on steam @Uriel's chasm 3

You can start again and try another route btw

I finished the game with help from the walkthru, and I'll say exactly where I needed it and why in case you find this useful. Fair warning to anyone reading comments before you finish the game: stop reading now or you'll get some spoilers.

First spot was finding the key around the dead guy's neck. It's debatable whether you consider finding that to be something that you would expect from a good player vs being unfair pixel hunting, but it was something I didn't see until invoking the walkthru.

Second was the exact order or placing the "things" on the "12-position thing" (in case anyone ignored my warning I'm still being vague :3). I didn't see how to figure that out from anything I was given, or even in hindsight how I could have figured that out from the scribe. (If that page was where the clue should have come from --- I could figure out relative positions of everything [like how far each object should be from the other objects] but not exactly where they should lie.)

Personally, I didn't find navigation to be confusing. I figured that part out on my own and didn't see any surprises from the walkthrough.

I intend for that to be only feedback so you can see where I (one player) got stuck, and decide for yourself whether that merits any consideration in determining future game design. Sometimes point-'n-click games have a button you can press to show all interactable objects which would completely eliminate any complaints about pixel hunting, but I also argued against such a mechanism on a review of another point-'n-click game recently saying that if the dev makes awesome graphics then it's fair game to expect the players to look at 'em. Overall I thought the game was pretty enjoyable, and if you ever were to offer a "show all interactable objects" feature, I think I would recommend defaulting it to "off".

One of the other comments invoked mention of Submachine. While I feel it would be too early to talk about it at this point, I'll at least say that my comment to Submachine's final episode involved saying that they built such an immersive universe that the whole experience was far greater than the sum of its parts. IDK if you plan to spend ten years on a project, but if that's sort of what you might have in mind, then take it for what you will.

terann responds:

Thank you very much for your comment. You highlighted two spots where a lot of players really do need help (I can see that from the Youtube analysys of my walkthrough video).

When designing the game I really tried to avoid pixelhunting. I believed that the string, though small, was spottable enough. The only thing I can do now is to increase the interaction area around it. Here I must say that I do not like the concept of highlighting of all interactable areas. IMHO it is part of the appeal of the PnC games to figure out the relevant spots in game scenes.

Regarding the second puzle, I wanted to avoid something that is often seen in PnC games, where e. g. a code for a combination lock is simply written on the wall of another room. This puzzle has actually two hints (the third verse of the second riddle in the manuscript), but they are a bit more vague, and it is expected from the players to connect the whole thing to something they see every day in the newspaper. But the hints are probably too vague, and people do not read papers anymore ;)

Finally, about Submachine: It was not my intention to compare this game to that awesome series of which I am a big fan. I just used it to illustrate a concept.

This is my favorite of the games you've uploaded recently. It has the autofire and map with continuation from the last level you reached, which are big improvements. It might be better if vertical movement were allowed, and if there were hotkeys to activate the pickups (maybe there are? So far the only way I found to activate them is with the mouse.) But it's pretty good for a shooter game as it is.

MatiasVME responds:

Thank you very much for your comment :). At the moment there is no vertical movement, but, I want to see how the game is doing to see if we can continue updating it. The game was intended for a casual audience but it's a very good idea to add a vertical move. Maybe it can be added as an additional mode.

My main comment is that it lacks "fun factor" in the early levels, mainly because 1) they're pretty easy and 2) having to repeatedly mash space to keep firing gets tiresome. But once you get to later levels where it's more challenging, it gets fun.

Having the first levels be easy wouldn't be so much of a drawback if, after you die, you can restart the game on the same level where you died (or maybe after the last boss you killed) instead of having to start over from the beginning. And as for mashing the fire button: personally I think it would be ok to hold space to have it auto-fire, but if you'd like more user interaction and finesse then maybe have it auto-fire if you hold space but have a gun heat bar that will make the gun overheat if it's just fired constantly so it needs to pause a few seconds to cool down if it overheats.

Aside from those critiques: it has unique physics that feel nothing like what you'd expect from a space shmup, but are entertaining in their own right. The foreground graphics are simplistic but clean, and background graphics and music are nice and work well. I might like it if the game ran at a slightly faster speed, but that's just my preference.

MatiasVME responds:

Thank you very much for your comment. We made a version 2 of this game, it's called spaceship shooter rpg deluxe. It has several additional features.

I'm glad you liked the game, thank you.

I tried running a race with absolutely no cheating and was left in the dust by everyone with no booby-traps to slow them down, and I still got a #1 trophy at the end. Not sure if that's really what you want this game to do given the description. But trying to cheat without getting caught is more fun than running the race fairly as a slow fatass, so maybe cheating is just its own reward regardless of what the ending screen says.

JUSTCAMH responds:

Interesting that you're rewarded for coming last... That's certainly not right! I'll get back to you on that one!

So far it seems like it's on its way to becoming a good RPG game. I took notes on glitchy little things I noticed, none of which were major (playing on browser in Chrome on Windows):

When I play in a browser, I see save files from other RPG Maker games I've played on Newgrounds in the same saved game list that this game uses. That seems to be a common issue with RPG Maker and there's probably a solution for it.

Skills and many items don't have a description of what it does; it looks like there's a space where it's supposed to pop up when the skill/item is selected.

When the guy gave me a note and said to read it somewhere private, I wasn't sure how to do that and was confused for a while when I couldn't find the note as an item to read, and only later found it's in a quest log in the "pause" menu. Also, the quest log doesn't seem to update at the point when you're collecting relics. (It wasn't entirely obvious to me whether I actually collected relics in the Eastern and Western zones after killing the bosses, but I did kill the thing in the hidden room in the main town afterward so I think I did collect relics.)

Walking out of the town and onto the paved path toward the intersection just outside town, the scene didn't automatically switch from town to the road outside town unless I press the action button (at least if I walk with arrow keys; if I walk by mouse clicking it transitions). That seems weird, and might have people thinking they can't leave that way (what I thought at first) or aren't supposed to leave yet.
Maybe related: the Blood Heal ability seems like it's not targetable with arrow keys but is with mouse.

The battle with the imp in the cave outside town didn't have its background change -- the background during battle was the overworld scene with the player walking up to the cave, which seems weird.

It looks like I can't use a potion as an item during battle - only the weak teather and god item were available to choose. (This would be the only possible glitch that would significantly affect gameplay.)

Stairs at the Fallow Village Inn don't do anything -- maybe that was intentional but it's probably better not to have stairs that don't go anywhere.

If I'm supposed to be able to sell items at shops, I can't.

Edit: Now realized that the main town's building on the left is now no longer guarded, so I went there and actually finished the game. The only "big picture" thing that you might or might not want to change is that this game seemed to have an aspect of many RPG games that I don't particularly like -- it seems like the optimal approach is just to go with heavy hitting melee guys (the double/triple hitters in this game) plus a healer or two and there's no real need to change strategy at any point -- switching from melee to magic based attacks, starting to rely on items to deal damage, using specific combinations of attacks, actually using the Guard ability that no one ever uses, etc. That works perfectly well for commercial RPG games, and would be a perfectly viable way to design the game and probably generate plenty of fans, but personally I think I'd like it better if it called for changes in strategy from time to time.

MrCrabsGames responds:

Thanks for the feedback! A lot of very valid criticism here and a lot to work with in patches for this and future games :)

The issue with saves is quite concerning, especially since saves are supposed to be unique based on the games internal name, this is the case for the game as an EXE, but 100% worth investigating, so thanks for raising that.

The game was built mainly with mouse use in mind, but moving zones with the action key is an oversight on my end and will be fixed in the next patch, I will have to investigate the blood imp targeting, and the lack of a background on the first imp fight is also something I will address.

Not using a potion in battle is intentional, the idea behind them is that they are for healing during battle, this was to make it so the skeleton and imps healing abilities your only source of healing, with all the risks attached.

I do agree that once you have an optimal team, you don't need to mix up your strategy and this does detract from some of the intended difficulty mid/end game, I did originally have a concept where you would have hard hitting abilities that would slowly make your team go mad, and then be more unpredictable, giving another form of risk and reward, but this didn't play out as well as planned when tested out. I think this section especially boils down to a lack of experience making games, and I hope to improve on this and ensure that i can push this game much further and have any future games I work on benefit from this experience.

Thanks again for all your comments! Was really useful to have this feedback to work with and improve with :)

If you like hard games try my Daxolissian System series

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