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3p0ch

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I finished it, but noticed that there was at least one part where it looked like I was supposed to go back and take an alternate branch route. I couldn't finish the alternate branch at the time and went on to finish the game, but now can't go back to try to explore the branch again from the last save point. Just wondering if that's intentional? Aside from that question, it's a very good puzzle game and one where I haven't seen that take on sokoban before.

Edit: Looks like I'm first to comment on the secret levels :3
For anyone who needs a walkthrough: https://3p0ch.newgrounds.com/news/post/1358512

Eydi responds:

Thank you for your insight. I'm so happy you liked it

Overall a good although short game. But half a star off since you have have to go through the whole conversation with the cockroach again if you die (yeah I know you're gunna say "well just don't die").

streq responds:

Hey thanks A LOT for sharing that godot NGIO file!

I'm not home right now but when I am I'm gonna implement the skip after death! It was actually on my todo list but I got lazy lol

EDIT: now the game skips the roach text after dying

I 100% expected the brown M&M to make a cameo in a game about clearing out snacks in the 80s

fleup responds:

2895??? That's an amazing score!

I totes sympathize with the guy who's about to get rekt by a giant wall of monstrous code in Godot -- that's usually how I know I'd better wrap up my games and publish 'em :3

blit-blat responds:

Haha, we've all been there, maybe the game should carry a "based on real events" warning! :D Also, thank you for work on the getting the NGAPI working with Godot, it was a big, big help! <3

It's amazing how much can be done in 13 kb with pure JavaScript. But the game freezes when I plug in my gamepad (a Switch gamepad on a Windows system) with the Dev Tools - Console showing
Chrome: Uncaught TypeError: Cannot read properties of undefined (reading 'pressed')
Firefox: Uncaught TypeError: e.buttons[t] is undefined

KilledByAPixel responds:

Tthank you for the bug report, I will look into it!

I have tested with a xbox 360 controller and a snes style controller.

Update: Switch controllers now supported! Thanks to 3p0ch for the help.

It does seem like it could be a very good game for players who are into grinding. That's just unfortunately not me these days. Big picture, I agree with the other reviewers who (in general) said to let the players know even sooner that there will be a permanent upgrade shop after each game-over, and if it wouldn't be too detrimental to your overall design goals then I might suggest making newly unlocked structures like new towers or mana generators being buildable from the outset after getting the perma-upgrade instead of needing to also progress through a level enough to actually get that bonus card dealt during the level.

A couple other minor comments for the next round of updates: Making the camera pan around seems a little janky – two buttons at once to move diagonal won't work, and buttons won't work at all if the mouse is hovering over the gun upgrade window while you're pressing.

There seems to be a bug if you click twice at the same spot while building a gun without moving the mouse between clicks then I think it builds two guns at the exact same spot(?) but is definitely not building a gun and then opening the upgrade menu for it like I was expecting.

bluemath responds:

Thanks @3p0ch for excellent feedback

> two buttons at once to move diagonal won't work
Fixed

> buttons won't work at all if the mouse is hovering over the gun upgrade window
will fix it in future

> you click twice at the same spot...
Great catch. Fixed. Now the new tower is selected on second click.

> making newly unlocked structures like new towers or mana generators being buildable from the outset

This will be possible by virtue of selecting specific Gods. Check the Pantheon panel.

> ... grinding ...

Check out my earlier TD game on Steam: Dofense. I made it specifically to avoid grind and focus on strategic puzzle aspect of TD gameplay. As for GoD, I'm exploring how to make the grind enjoyable. Ideally I would like to recreate the same experience as Hades.

Cheers!

Man it's hard to really control the bit and hit or avoid what you intend to without going off screen.

Reminds me of when I made Espionage and only a couple of ppl aside from me could actually play the damn game. I'd def recommend easier controls, at least at the start of your games, because for whatever reason gamers' brains are wired so if they feel like they can't control stuff easily then the game is the problem whereas if they can control stuff fine but they get their ass blasted by a swarm of enemies then it's on them.

ImmanentDeath responds:

You're absolutely right, but I'm not here to make games that are easy. Usually what I try to do is teach you how to play before I throw the wild stuff at you, that's why you have a few seconds at the start that's more or less just you trying to stay on-screen. Learning the controls is part of learning the game.

So basically what I'm saying is you gotta git gud.

Doing a game jam in Phaser of all things, and making a touch-controlled joystick in the lower left that only appears when you're playing from mobile, gives you cred in my book. It seems like player movement might need to be multiplied by the framerate or something though because when I play on my laggy-ass phone the player swims around a helluva lot slower compared to the bullets than when I play on my lappytop.

nicolashdm responds:

Thanks for your review, I'll try to fix It =-D
Really easy to add the joystick though: https://rexrainbow.github.io/phaser3-rex-notes/docs/site/virtualjoystick/

It's an amazing game on desktop, but so fast paced that I can't play it on my piece of crap of a phone. So it should be a good excuse to get a better phone rite? :3

Edit: After "borrowing" an iPad from someone who will remain nameless because I'm pleading the 5th, yeah it plays well when you're not using a piece of crap phone but it's a helluva lot harder than with keyboard since it's an action platformer. Might be a skill issue tho...

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I like the concept, but it got buggy for me pretty quickly and I wasn't able to play -- it seemed like the area where you would need to click or swipe in order to move objects was no longer correlating with where they actually appear on the screen. It's throwing some errors in the browser's Developer Tools under the Console tab in case looking there gives you any clues about what's going on.

DaelJericho responds:

Thank you for the tip!

If you like hard games try my Daxolissian System series

plasmid @3p0ch

Cat

Scientist

Read the manual & try stuff

So Cal

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