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3p0ch

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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 this game is played in a web browser with a mouse: if you click inside the flash player viewport and drag up or down beyond the edge of the browser's window, then the browser will scroll the page up or down which severely interferes with the game. (At least with Chrome, I haven't tested other browsers.) One workaround for that is to have the browser in fullscreen mode while you play so you can't click-and-drag outside the browser's window, but that doesn't seem like an ideal way to handle things from a programmer's point of view.

GriseGames responds:

Hello! I have additioned the fullscreen mode in pause menu and main menu in this new version. Thanks for your feedback!

Two suggestions: many video game players might not notice that there's a time limit for each day as the sun moves across the screen, so the faster you finish interactions the more people you'll have a chance to sell to and the more profit you stand to make. If you take all day reading everything and asking questions to everybody then the game will be tough to beat, but that will be most people's instinct if they don't realize there's a time limit, and is probably the source of the negative comments about the game being super hard. Just making it clear there's a time limit will probably clue people in and boost the ratings a bit if those people aren't left thinking this is impossibly hard.
The other thing is that there are occasionally gold clouds that float across the screen that you can click on for cash. That's fine during the day when time is moving since it gives people more things to focus on at once, especially if there's a time limit on the day, but I noticed that the gold clouds will still come out when the anvil makes the last comment of the day saying that the day is over if you just wait at that screen without continuing and you can just hang out and click a few gold clouds before ending the day. I'm not sure how I feel about that -- it's cheating, but also would give weaker players a way to make it through the game easily if they don't mind cheating a little and would therefore boost ratings because there are definitely people out there who downrate stuff purely because they can't beat it. So it's up to you if you want limit when the gold clouds can come out.
I had one run where a bug appeared, and this is what I can remember of it. Either day #2 or day #3 (can't remember for sure which) began with no clues about what item people are going to buy a lot of that day, but they seemed to end up mostly wanting swords. I offered to protect the guy who was hiding from the bounty hunter, and on the next day he went through both the dialog thanking me and giving me a bonus for doing so, and I also got a message right after that about needing to watch my back for turning the guy in to the bounty hunter. And on that same day, there were a few times when people finished talking and I had to click the continue button multiple times before it would advance.
The sun also didn't make it all the way across the screen before the day ended on days when I accepted a bonus to have more time during the day -- it made it most of the way across, but not all the way.

kylechu responds:

Thank you so much for the detailed feedback -

We were hoping the sun would clue enough players in to the time limit, but it sounds like we need to be more explicit about it. My only concern there is that if players aren't looking closely enough to where they would see the sun, I'm not sure what I can do that they WILL notice.

That's actually a bug - we wanted to make it so they didn't pop when the timer is paused, but it doesn't seem to be working. However, you make a good point that it could act as a crutch for weaker players, and it isn't like some players "cheating" will affect anyone else - there isn't a leaderboard or anything - so we may just never fix this bug.

Do you happen to remember the clues for the hero that you had on the day that the nasty glitch happened? That might help me narrow down the issue, since the crisis clues are tied to individual heroes. (EDIT: I just pushed what I think is a fix to this glitch. Thanks again for pointing it out!)

When you say the sun didn't make it all the way across - do you mean it stopped like 3/4 of the way through the sky, or where about half of it was off the screen? If it's the first, that's a nasty bug and I'll take a look. If it's the second, that's just a side-effect of the modifications that I made to try to smooth the sun's movement.

Again, thank you so much for the good review, and the helpful feedback!

On the third level I walked through the walls going horizontally, I think I was in mid-air from jumping but I'm not sure if that was a critical part of making the bug happen. The guy fell down through the bottom of the screen and didn't die or anything, just fell off the screen, and the game at that point was pretty much locked for all practical purposes (even though the guns were still firing) and I had to reload the page. Happened twice.

If it's a fixable bug then by all means fix; if it would be very difficult to find and/or correct then maybe just make the guy die if he falls off the bottom of the screen so at least the game doesn't get stuck.

LucasRebelato responds:

I will fix those bugs, sorry for that. And thanks for review

This was a really fun game from start to finish that had me glued to the computer until the end and making the effort to ace every level. I was on the fence between giving it a 4/5 and a 5/5 until I read the other players' comments. 5/5 for making a puzzle platformer that's challenging enough to get downrated by weak players for being too hard. Git gud r git rekt.

Chaz responds:

Hey thanks man!

I'm only a few stages into it, but so far so great.

There are a few things I personally would like to tweak on the controls. First, I would want to have the default movement for soldiers to move in attack mode (stopping and attacking if any enemies get in range) instead of moving to the destination first and then attacking (make that be the mode that requires pushing a button). Second, since I have a mouse with a wheel, clicking the center button to pan the map will sometimes make the screen scroll up or down. I would rather pan the map with the keyboard, but it's tough to hold the mouse with one hand and use the arrow keys to pan and use the number keys to select squads and use the A button to move in attack mode all at the same time. If it were possible, I would have WASD pan and have a button other than A switch between attack mode and moving mode.

Also, in case anyone complains about lag or choppy play: switching browsers from Chrome to Firefox made a HUGE improvement for me. Even though the FPS on the display was a little lower in Firefox than Chrome, I could actually tell (or feel) that the game was running much more smoothly in Firefox. (I know, I should have quit using Chrome for gaming ever since they stopped supporting Unity, I'm just a slow learner.)

moligames responds:

Thanks! I have noticed the control problems you mentioned.
I will try your suggestion in the new game, it will combine RTS and other genres of games.

It looks like a very good beta right now. The only sizeable bug I ran into at one point was after I used C to charge-jump, the guy kept charge-jumping after that even when I used a regular jump. It was after I had been trying to charge jump a few times but the charge-jumps weren't working because I was right next to a wall, so I was sorta mashing C for a little bit. And it went back to normal after I used the X charge. A minor bug is that charge-jumps didn't work when I was up against a wall.

Aside from those little things, the controls seemed very responsive and the puzzling was fair. Puzzle difficulty could probably be expanded upon in future levels even without adding new mechanics like enemies or timers on the switches or portals or anything, but if you'd like to add any of those it'd be rad. This is just a personal preference, but I'd recommend making a Metroidvania type giant world rather than individual discrete levels in the full game (which you might have been planning all along anyway); that somehow makes games stand out as more memorable to me. Also I might recommend going easy on using / abusing boundaries of the rooms' camera views to add difficulty (some of the buttons were deliberately obscured from view because of where the boundaries lie or came immediately after a room transition); I felt like it was fair game to do, but I imagine some players would consider it to be a cheap way of making the game difficult. Other minor things would be to make a restart key and save/respawn points in case the guy gets stuck somehow like Zylofan mentioned, and WASD-JK controls for people who use their hands backwards from us (or customizable keys for those crazy European AZERTY keyboards).

Anyway, 4/5 only because it's a short beta and I'll probably have a 5/5 for ya when the full game's posted.

VFHolloway responds:

3p0ch, thanks for the help, I'm really happy you left such a constructive review! Some of the contact points are a little out of line (Honestly, I'm more of a game designer than a coder, I love figuring out how to create the best experience for a gamer than coding the game itself) and the bug report is appreciated. I've written a review for DamonandSky's review above, and it really goes into what I'm aiming for.

Thanks for the review, and please follow me! I love how in-depth you've gone with helping me improve the game; I am a firm believer in games being something someone should enjoy, not an ego-fest by someone who wants to be seen, and I think the game should be ALL about what the gamer enjoys. I would love if you followed me and gave such a fantastic review to the next attempt, with a new level map :) thanks for all the help!

If you like hard games try my Daxolissian System series

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