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    224 Game Reviews w/ Response

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    Lol, the explanation of how to make special abilities work is in the title page's "About" button... I spent a while just figuring stuff out in-game (it really wasn't obvious even with the instructions) and after finishing it I went and checked out that button and saw it would've made things a lot easier if I did that while I was trying to figure stuff out.

    That said, IMO most of the fun in the game was figuring out how to get those special abilities to work to get through the levels; if I started off knowing how to use them, then getting through the levels would've been a lot more straightforward. If you were to expand this game, or make other games that try to capture the same spirit, I'd say to keep introducing new mechanics as the game progresses for the player to figure out how to use effectively to make it through.

    ValettusGD responds:

    Haha, yeah I added the ability controls to that page last minute, but it's good to hear you had fun discovering how to use the abilities on your own. It was my intention to have the player learn them organically, so I'm glad it worked for you. I know the in-game instruction wasn't great (thus the addition to "About"), so I'll certainly introduce them more gradually and more clearly if I make another version.

    I can't change this version now that the Game Jam license for the engine is up, but I'll probably expand on this game at some point.

    I appreciate the feedback!

    So far this has been my favorite of the c3jam games. It has superb graphics, nice music, fairly good gameplay although the levels are short -- leaves me wanting more. I agree with t4upl tho, it could use better in-game description of the controls or any description in the author comments... even after reading t4upl I was all "why isn't the X key opening the chest?" and a few minutes later was all "oooohhhh, that was talking about the X button on gamepad; only the E key on keyboard works for that". Persistent (not briefly appearing) descriptions in the background of the opening area are the way to go IMO, but that's pretty nitpicky considering it's a gamejam.

    But wasn't there supposed to be a "three" theme to the jam?

    SebbeV responds:

    Thank you for your feedback. We made this game in 2 weeks. We put most of the work in to level design and programming. We will keep patching the game as often as we can. We hope that you enjoyed it.

    Greetings /Crew

    Sort of addictive, but I can't seem to get through the "Leave none alive ... take everyone out" level no matter what I do, even if the area is cleared out and I keep killing spawns pretty quick when they do show up.

    YellowB responds:

    Allright! FIXED! :D

    I loved the Linx games so of course the mechanics are right up my alley. The graphics, sound, and overall ambiance are much nicer and more refined with JoinTheDots. It's hard for me to be a good judge of the difficulty; I just went straight to the last levels in the packs (thanks for not locking them btw) but I think that's just because I have experience from Linx and the difficulty might be fine for people who haven't. The only minor issue I had was distinguishing the colors on the large levels when there were a lot of different colors in play -- if you're still inclined to do any more coding then maybe having both ends of a pair get highlighted when you mouse over or start dragging from one of the pair would help, but the game is very good as it is.

    PocomaxStudio responds:

    Oh, I love your comment... I would like to see more of these.
    " if you're still inclined to do any more coding then maybe having both ends of a pair get highlighted when you mouse over or start dragging from one of the pair would help"

    I am planning to transfer the game to mobiles at some point, and there will be no option of mouse over there - as it is just tapping... but it is INDEED true that the colors are hard to distinguish when the grid is at maximum size... which leads to more moves, and less earned stars.

    I will be thinking on that...

    Thanks again!

    It's an art game that seems to exist in a game format mainly to serve as a way of making the story more immersive, rather than being what I would really consider a game. The puzzles are trivial to solve; the only challenge was finding them and figuring out the order they're supposed to be done. Caio95 alluded to the other thing that bugged me: exploration in a mostly desolate world with a slow-moving character in a round window became more of a chore than an enjoyment.

    This might be nice as a pure art game if you're into that sort of thing, and I'll give you credit for achieving the tone that I think you were trying to set, but it's not my cup of tea unless it's also fun as a game. (The game Perdition is the best example that I can think of at the moment.)

    Wad1m responds:

    Fair enough, everyone got his likes. Thanks for playing and giving s honest feedback

    This is a very well done game, and if anyone whines about the difficulty, you have my permission to reply "nah u jus sux. git gud." :D

    I agree with oracle85: a) that's totally a dude. Agreeing with ytrfamli: b) I thought there would be more stuff behind those blocks on the far right ;_;. Agreeing with most everyone else: c) the wall jump would be better if it were instead a wall climb the way this game is designed. And disagreeing with most everyone else: d) if people complain about wanting a better map then they can get a pencil and paper and make their own damn map.

    esayitch responds:

    Haha, that first sentence made me laugh xD The game is not for everyone, it has its target audience and I think it's target audience will enjoy it. When it is played by people who are not the target audience, it will obviously not be enjoyed.

    Finally someone who agrees about the map xD

    I like strategy games; meaning that the player has to look at the scenario they're faced with and come up with a creative way to approach it. So the teleporters that take you to another location that you can't determine without a bunch of trial and error was a turn-off for me personally. That aside, this is a pretty well-made game with appropriate graphics and appealing music, but overall I can't really say that I would call it fun.

    demiank responds:

    Thx for the review!

    I thought the teleporters would give the levels a more dynamic feel. I'm guessing the ones that teleport you offscreen were the ones to disorient 'and frustrate' you the most.

    I don't think I've played long enough to really leave a proper review (normally I like to finish the game first), but I have one burning question for you:

    What determines whether your character sticks his landing on a higher platform or falls through to a lower platform?

    That would greatly affect how I play the game, and the answer wasn't obvious when I was playing.

    epictailgames responds:

    Normally you should stick on platform that You landed. You could fall from platform by pressing down. If it is not the case it could be bug or framerate isues

    If you like hard games try my Daxolissian System series

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