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    This is hard but it's frenetic and fun for sure! I'm not 100% sure whether the Egg Mode you can toggle in the main menu affects the rolling mechanics and makes you roll either like a sphere or an egg shape, or whether that was just me imagining it made it easier after I had practice playing, but if that does make a difference in game mechanics then maybe let people know. Especially for the acorn levels since that's some punishment right there.

    Oh and if the author comments means there are some bugs needing fixing (I can't see other comments while it's under judgment) then maybe check the discord and run it by Figburn -- in the discord it seemed at least to me like bug fixes to our games after the deadline might be ok but adding more content after the deadline isn't. The only thing I noticed was that it doesn't save my times and acorns if that was intended; my browser's Dev Tools window in the Console pane mentions an ArgumentOutOfRangeException but IDK if that's really a culprit or a red herring like all those error messages I got and blithely ignored when I was using Unity :3 Good luck!

    Trent-Sama responds:

    Yeah the egg mode changes the collision of the player to an actual egg shape, it's pretty chaotic but goofy. I actually didn't have time to make the best times and such save between sessions, but I'll try to update that in once the jam is over. Thank you for the review!

    I played the whole game on Chrome and there weren't any visible bugs for me. It was really enjoyable and the gameboy style graphics from title screen to end animation were quite good! About the only thing I might've liked would've been other control schemes since A/D, J, and Space felt weird but that won't stop me from giving five stars. If you think you might want to add alternate controls then ask Figburn in the Discord -- it seemed to me that little tweaks like that might be fine but we're just not allowed to add more content to our games at this point. Good luck!

    JJGamez64 responds:

    A new control scheme has been added ;)

    It's crazy fast paced and fun even if I barely feel like I can control the egg enough to hit stuff without it being mostly luck, and the 2D line art in a 3D world gives it a cool visual effect like I'm running through a comic book.

    Next time I go to a Japanese restaurant I'll ask if I can see their flying metal octopus chef.

    MonoFlauta responds:

    Be careful to not hit him or he will start to throw bottles at you!

    Thank you for playing :D

    Good to see a selfdefiant game again!

    It looks like the top of the screen was partially cut off because of using Unity's default HTML5 template. It's been a while since I've used Unity since I decided I like Godot Engine better, but there should be an option to change the template from Default to Minimal (see https://docs.unity3d.com/2021.2/Documentation/Manual/webgl-templates.html ) so it doesn't add the stuff at the bottom and push the game window above the top of the canvas. Alternatively I guess you could try to figure out the height of the stuff that the default template adds and compensate for it when you specify the size in your NewGrounds project, but probably easier to just use the minimal template when you make an HTML5 build.

    selfdefiant responds:

    Thanks. I will update it and fix that.

    Does anyone else think it's tough to distinguish the shades of blue? If so give a kitty-face reaction to agree, if you disagree and maybe my monitor is just too sucky for this game give an OMG.

    Sorry I'm a dude and can't tell aqua from cyan from teal from sapphire and might need something else like shapes or numbers or smth to tell 'em apart.
    Other than that good game so far.

    Mandigondo responds:

    Thanks for the feedback. I am also not an expert on colors and I chose them so that they could be distinguished from each other. But still, not everyone has to distinguish them from each other.
    Symbols or numbers would surely make it easier to distinguish colors. I just don't know if they'll be visible enough. I have to do tests.

    I'm assuming everything from the base sprite assets up was made during the jam if you're listing Aseprite in the software, and if so then its overall look and feel is very polished for a game made in nine hours. Especially if that includes music. The gameplay mechanics were good for a jam and the difficulty ramped up nicely; the only thing that seemed a little awkward to me was handling the weapon changes with numbers while moving with WASD (the mouse wheel seemed too imprecise), but considering how complicated the controls to Mech Squad will be if/when I get that game ready I'm hardly one to talk ^,^

    Also props for replying "git gud" to someone who says the game is too hard.

    HealliesGames responds:

    Yes, all the resources were made during the jam. I've also gave a shot to LMMS for music, which is a really good free and open-source DAW.
    Numbers are the standard keys in FPS / TPS games for change weapon, but I agree that they're not very comfortable when you have to do it rapidly.
    Even if not listed in controls, you can also use spacebar to switch!

    Thanks for feedback man!

    It's a really nice looking game but I would've liked to have a save feature in it. The easiest way to do it in Unity would probably be by setting the data in PlayerPrefs and saving whenever the player finishes a level, and when the game loads again checking PlayerPrefs with HasKey and getting the data if so. But be aware that if you do that and then post more updates to the game in the future, players will lose their save data whenever the game gets updated. I found a fix for that so players won't lose the save data stored in PlayerPrefs if you update, and I posted a description of how to implement it with source code at https://3p0ch.newgrounds.com/news/post/1086279 if you'd like to use it.

    nomlan responds:

    we just realized that playerprefs was an option, thank you for telling us !

    Spebby responds:

    This is a huge help! Thank you so much!

    It looks nice, but seems like it's at a pretty early stage in development right now and easy to figure out how to win. It seems like the mechanics might get limiting, but I'm constantly surprised by puzzle games that seem to accomplish a lot with minimalistic mechanics, so maybe there's still plenty of room for the game to grow. I'm interested to see what comes of it, and wish there were a straightforward way for NewGrounds to notify people when updates to an already published game happen.

    LeviRamirez responds:

    It probably won't get any more complicated than this tbh, I like the simplicity of just going back and forth seeing who dies first. But I do plan on adding more "Strategy" items and some more elements to battles like status effects.

    also probably the best way to get updates on this is to follow me on twitter, If there is a major update for this game I will post it there and others will share it around

    It looks like it'll become a good game. My two cents are that when you're in the natural world at the beginning, I tend to prefer having a keyboard button to attack instead of mouse button to attack, unless the attack is targeted toward the mouse cursor which would make binding to the mouse button more appropriate. Once I was in the rift, getting LMB to control the movable platforms was sort of hit-or-miss and I would often just have the player attack instead of grabbing a platform to move. The very first one messed me up because it swapped the platform opacity when I moved it all the way down to jump on it -- I'm not sure if that's even intentional or a bug but it's very unintuitive and unnatural feeling. It was also a little unintuitive that you could only move the movable blocks while they're transparent but not when they're solid, and I'm not completely sure if that's a bug or a feature (it would be fine to keep as a feature if intended). I could get through the rift until I reached a point where there were two back-to-back vertically moving blocks with the same start and end y-coordinates and I couldn't manage to grab and move either of them (most of the time when I tried clicking on them the player attacked, but I could occasionally click on them and have the player not attack but was still not able to move the blocks afterward), so I stopped at that point.

    doublemindgames responds:

    Hey thank you for your tips and feedback, that will help us a lot in the future!! We choose to put the attack button on the mouse because of the rift! Isnt intuitive to put your hand on/off the mouse all the time(cause we need the mouse to move block in the rift). About the miss click on LMB to move blocks, the window its to small, If you do CTRL + the window game it will be bigger, and the cursor it will be smaller. I dont know if the website has a FullScreen mode, I coudnt find. But that will solve thist problem. About the line limits, was intended, you need to be careful moving the blocks. Try to do the thing with CTRL + and let the window bigger, it will be much easir for you, and let me know if was better! Thank you for you comment, you helped us a lot with that <3

    Looks like I'm not the only one who experienced problems with music crackling in my Godot game, which just started recently. I posted a way to fix it (done on the game dev's side, not the player's side) at
    https://3p0ch.newgrounds.com/news/post/1148893

    GabeMalk responds:

    Thanks a lot!

    If you like hard games try my Daxolissian System series

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