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run! teleport! ignore! puzzle! go go go!

Since most people think walking speed is too slow, but Tainted-Trixter and me think walking speed is OK, I say to put in a "run" button.

I agree with suggestions for making teleportation quicker. Have the robot turn into a red streak off toward the ball with a super-fast screen scroll towards it.

Ignore suggestions to make the robot jump farther. Tell those reviewers that they just need to suck less. :D

And as coaster1235 pointed out, it'd be nice to have increasing dependence on puzzle solving rather than pure platforming as the game progresses. Maybe multiple different teleportation spheres to manage, wormholes (maybe some that will teleport just the robot or just the sphere), "enemies" that will interact with the sphere (carry it around) in often bad but sometimes beneficial ways. Making doorways that go from one screen to another and whose paths can be altered by flipping switches and requiring teleportation balls to be left in strategic areas to navigate back is one sure way to drive gamers batty.

Goosfraba responds:

You have many great ideas for the game. Especially the idea that the enemy's could interact with the sphere, I might use that

Buggy

Here's a list of bugs to work on that I noticed (welcome to the life of a programmer :P. It gets easier eventually, though.)

1 - your guy starts below the level of the ground sometimes, so he can't move sideways until he jumps. He should start either at the level of the ground (if that can be done easily) or a little bit above the ground so he just falls to the ground at the start of the level (if he can't be made to start right at ground level easily)

2 - you can only jump while you're moving sideways, and can't jump if you're standing still

3 - when you jump high enough to hit the ceiling, you lose sideways momentum, which makes it tough or impossible to jump over stuff. Ideally, you just want him to lose upward momentum when he hits the ceiling, which would require your code to distinguish between ceiling collision and wall collision and handle them differently. Or if you're lazy, just don't let the guy jump high enough to touch the ceiling. Or if you're super lazy, say that the ceiling is covered with superglue and it's your job as a player to not touch it. But then you would still need to make jump height change depending on how long you hold down the jump button.

4 - just make the guy die if he goes outside the play area, or put a wall around the area, instead of saying in the comments to not go outside of it.

Once the mechanics are working nicely, focus on level design and better graphics and some sound if you feel like it

NinjaZeno responds:

Alright. I'll work on that. Thanks for your review ;)

since you asked about setting combos

This looks like it will be fun when it's done. Plz see audio portal for cool loops to play for background music. My proposal for settings:

hero speed = 10 throughout entire game

level 1: # enemies = 10
# swarms = 1
enemy speed = 5
aggression = 0.5

After 25 kills
level 2: add a second swarm (in addition to the first one) where the new enemy has
# enemies = 10
enemy speed = 3
aggression = 1.5
(These enemies can be easily "kited" and sniped from afar, but will keel you if you get close)

After 25 more kills
level 3: add a third swarm with
# enemies = 5
enemy speed = 12
aggression = 0.5
(Introduces enemies that are faster than the player, but that aren't really much of a threat)

After 50 more kills
level 4: add a fourth swarm with
# enemies = 10
enemy speed = 9
aggression = 1
(I find that matching the hero's speed seems to make them tougher)

After 100 more kills
level 5: add a fifth swarm with
# enemies = 5
speed = 6
aggression = 0.5
but... THEY EXPLODE ON YOU IF YOU TOUCH THEM muahahaha

And keep adding more swarms with varying attributes as you progress.

CasparSiebel responds:

Thanks for the review, ideas will be incorporated.

finally, TD troops can move

The ability to move makes this game fun. But controlling it felt much more clunky than necessary, mostly because you need to scroll around by moving the mouse to the little arrows at the edges of the screen. Simply having the WASD or arrow keys scroll would have made it easier to control and a bit more fun; shrinking the sprites so the entire map could fit on one screen would have been even better. (If you still want to be able to show off the nice graphics and were really ambitious, you could have the spacebar switch between a close up view for fine control and nice graphics, and a zoomed out view to more quickly and easily control over the entire map.)

And of course like everyone else will probably ask for, more variety in the types of units and enemies, and different maps.

webmasterweb responds:

Hi Friend, thanks for your comment... Now i modify the game so that is possible to use arrow keys to scroll aroud... Byeee

Sound is good

It's remarkable how the sounds, as simple as they are, add so much addiction factor to this game. Nevertheless it seems like it just needs something more to the gameplay. Maybe the ability to move your paddle around vertically. Or maybe putting some horizontal movement on the falling objects with, say, a gradually changing wind factor or some curvature to the paddle.

xhunterko responds:

I have a secret mode which can be accessed at the title screen. If you go to the help menu you'll see how to get to it. Let me know if that's what you had in mind. Thanks for the review!

awesome action shooter

This is a sweet little fast paced action game; not overly cerebral, more about reflexes and getting immersed in the experience, and it accomplishes that very well. The game area seemed kind of small... not much room to maneuver. Maybe making the actual game field larger than the viewport and having it scroll around as you move would make it feel bigger, but still it's really good as is.

ZEGMAN responds:

Thanks a ton man! :D

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Read the manual & try stuff

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