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3p0ch

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The underlying concept is great, but there are a lot of issues with the execution that leave the player baffled about what they're trying to do and fighting with the interface as much as the game's underlying puzzles they're supposed to be solving.

Some things I would recommend:
If people have placed a conveyor belt and want to change the direction that inputs/outputs are facing, then let them rotate them without having to destroy the transporter, bring up the transporter building page, change the directions of the inputs/outputs, and then place it on the map.

If people have placed a production tile like a furnace, let them change what it's supposed to produce without having to destroy and rebuild.

If I'm trying to build a production line and don't have all of the units I need available, I'd like to be able to buy more from the building screen instead of having to exit out to the trade tab, buy more, then go back to the build screen and place them, especially if there are multiple different types of units that I need to buy to make the production work.

I am confused why I can't set up a collector picking up something like iron ore and wood from two different source tiles and feeding it to a furnace and have it work.

I get the feeling that things could be clarified a lot better with the guide tips, and the wikis look kind of like a computer programming reference that can only be understood by the person who wrote it and some professional programmers so they could use a little more of an "English" explanation about how to make things work.

GrafixGames responds:

You can change the direction of the belt and recipe of production object by just clicking on it. No need to destroy it.

The reason I was not allowing people to buy objects from build menu because I wanted to make the experience like real life. You create a shopping list then go to shop and buy all the stuffs in the list.

I am constantly working on wiki.. Next version I will create very detailed wiki.

PS If you want more help or want something else, can you please post on my reddit page or support forums? It is really hard to create a comment chain on newgrounds

Well, you've proven that it can port to a web game, so mission accomplished I guess. The game itself was kinda sucky, but that'll be the task of actual game devs to solve, amirite?

The only bug I found was that if I go to fullscreen and then back to window mode, the positioning of everything (including where I need to move the mouse in order to highlight an option) gets a bad case of the fuckups. Using Chrome on Windows.

Beuc responds:

Haha, I didn't mean this upload to appear in the New Games section, yeah it's a really short game.
Thanks for the full-screen report, I'm still investigating this, from the preferences screen there's delay and mess-up, though it seems to work fine with the 'F' keyboard shortcut...

I thought it was pretty fun although sort of short. I suspect that a lot of people will complain that it's too slippery because of the guy's momentum, or at least think so even if they don't post comments saying so. Personally I think getting used to handling the momentum it is just part of playing, but maybe games in the future will be received better if there's less momentum and they use other mechanics to keep the difficulty reasonable.

Ace-Productions responds:

Thanks

Dat ending... and I thought there was enough weirdness just from riding around on an eel upside down a fair chunk of the time with easy listening jazz in the background.

EvilObjective responds:

Way to make it to the end...YOU SHOWED THEM!

Would've rated it higher but it was a little too easy.

Seriously though, just wondering if you're actually expecting anyone to legit earn the Lively medal? I remember at least one level where I thought it was necessary to die in a specific way to get through (and I don't want to look at any walkthroughs to find out if there's another way). Anyway it's nice to see a tough game, but my main criticism is that the physics seem off with the guy not sticking landings onto and staying on platforms like I'd expect, and in other ways that are difficult to describe but just seemed not quite right, especially with double jumping. And having the physics really tight is important in a game that demands top notch platforming skillz.

CyanSandwich responds:

Haha thanks. Dying isn't necessary at any point (and I don't think there are any shortcuts through dying), but it is admittedly hard. Feel free to PM me about that.

5/5 and favorited. I admit that initially the movement seemed kind of wonky because of the bot's acceleration and the graphics pretty primitive, but after finishing the game, I've gotta say that this shit needs to get frontpaged and I want to see that battle with 02.

novusGem responds:

I'm glad that you liked it. Thanks for playing!!!

Bugs I've found so far:
After going through the introductory tutorial, I tried clicking on things like Troops and got a black screen and had to press F5 to refresh the page.
Arrow keys to scroll the view (either the numpad arrow keys or the keys that can only act as arrow keys on my laptop) won't scroll the view in battle. The only way I can scroll is with the mouse.
Even after the intro, it's still not clear how to make the auto-send troops work.
I don't like to spam the Shift key to fire at enemies.

The other players' comments so far didn't say anything about those, though, so maybe it's because of a problem on my end -- either my browser (Chrome Version 71.0.3578.98) or because I'm an idjit who doesn't know how to play.

GabrielBalas responds:

LOL, i think that the problem about the blank screen isn't a bug of the game, maybe, like you said, it's a problem of your browser, but i'll look after this. And now, about the other bugs you've spotted, i'm really thanks, because i really need these feedbacks to be able to improve the game (once it's not 100% finished). So thank you so much!

This gets tough really fast; I'm doing well if my runs last a minute. It's a good game as it is, but if you'd like to try to put a little more work into it to get a more popular game in the end, I'd recommend letting the runs last longer and having an ultimate goal for the game.

A typical way of doing that would be having the points count as currency that accumulates so the player can spend them to unlock upgrades to make the game easier and make the runs last longer (along the lines of shields or time slowings that are triggerable by a keypress and can be activated N times per run, where N increases the more is spent on it, or smth), with the speed gradually increasing during each run (if it's not doing that already) so it will eventually get tough no matter how many perks are unlocked, and a target distance to reach to finish the game or reach new levels.

There are undoubtedly many other possible approaches to make the runs last longer and generate a sense of progressing.

stuthemoo responds:

Thanks, you make some good suggestions. This was just a small game I did to take a break from a larger project I'm working on. That's why it's pretty simple, I don't feel like I have the motivation to implement things like currency upgrades at this stage :)

The sometimes weird and outside-the-box thinking without getting ridiculously outside the box was well done in keeping with your earlier submissions. The negative levels and hidden -12th level reminded me of ThePowerOfWhat; is that gonna be your trademark?

joqlepecheur responds:

yup, and I will probably keep experimenting like this ;) thanks for the feedback

I agree with coltizart: it looks like a great and deep game, but at times I was wondering what the hell was going on. Partly when I got to a stage with a bunch of snow and reached what seemed like the end of the stage, but it was just a bridge to a dead end with an invincibility powerup that doesn't keep you from dying if you drive off the dead end. Also when I somehow got on a freeway and seemed to be able to just ride forever without having to worry about running out of energy and apparently able to just collect a few coins on each freeway stage indefinitely to run the score up.

For much of that, it's probably just a matter of me needing to play more to figure out what's going on, but if you really can stay on the highway pretty much indefinitely picking up coins then I'd recommend changing that somehow before putting up a leaderboard.

UltimoGames responds:

thanks for the review 3p0ch! Really interesting to read how people receive and experience this game.

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Joined on 2/13/10

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