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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!

It's tough for me to even play because I can't see the whole screen at once. Even if I change the zoom inside my browser, it shrinks the area for the game canvas, but the actual stuff inside the game canvas doesn't get scaled down proportionally so stuff just gets cut off the sides. That seems to be something inherent to Godot because I just went back and looked at my game and it does the same thing. Elements that are positioned by control nodes do actually reposition like you would expect them to, but the entire game doesn't scale like you would expect. So I'd probably recommend setting up your project settings / display / window to have something small like 800 width x 600 height so it'll fit on pretty much any modern screen without needing to mess with browser zoom.

dotdash responds:

thanks, I will adjust it.

Great atmosphere! The imposter was kinda bad at stabbing me if I just run (or even walk) by him though -- stabbing does work if you sit there so it's not like it's bugged or anything, but maybe something to tweak if other people notice the same thing. And the comments mentioned stamina but I didn't see any indication of it during gamplay?

larrynachos responds:

I'll expand the hitbox a bit, anything else you noticed needs improving? It takes me a while to upload so I want to make as few updates as possible :X

Thanks for the review!

This is kinda cool, and at least a nice time waster to be sure. The one thing I might suggest is that I don't like having to spam mouse clicks and would rather be able to just hold down the mouse button to spam slashes.

ahmadkalach responds:

Thanks for playing it and for your feedback!

There's a bug in that the HP doesn't get reset if you start a new run.

Other than that it's a nice and fun game, even if the runs that I've been RNG'ed so far have been easy. So far it doesn't seem like there's much use in the Throw ability since just pouring stats into the others looks like the way to go, but now that I've read through the author comments (it's amazing how many people don't look at them... even when they themselves are game devs ^_^) maybe I'll try a run focusing on it and trying to lower the enemy stats until I can beat them by slapping them around with a large trout.

Extar responds:

Hah, can't believe I never noticed that. That's fixed now. :)

Throw becomes much more useful when you come up against enemies that have better stats than you, especially on harder difficulties. You can't really level or equip your way around a particularly strong enemy so that's when throwing items of Health -5 become more important. :)

If you've got the hang of the game, which it sounds like you have, then Hard difficulty is basically the 'gloves off' difficulty that I actually tested most of the time. >:)

Right now it seems like a lot of the edge of the game canvas is cut off. Make sure the game size that you set in the Unity editor and the size in the NewGrounds project page match up. Because right now I can't really figure out how to play after starting a new game since I can't see the whole screen, and the problem should be an easy thing to fix.

leftshoe18 responds:

Thank you for letting me know. I have changed the window size.

The game mechanics are fairly simple but it actually came out pretty fun! The graphics are as cute as they could be considering the game is about a bunch of man-eating bugs, and there are nice visual effects like screen pulsing when firing some of the guns, glow effects, and the powerful sound of the ~1 shot/sec gun that give it a polished feel. The only nitpicky thing I noticed was that splashes of bug blood when you shoot them often seem like they appear after the shot has kinda passed through the bug, but that sort of thing only matters to an OCD game dev. The bossfight was a little easy but still cool. Overall, for a small game with one arena battle area, this was pretty solid.

Noc-Tech responds:

Thanks for the feedback, and don't worry I'm aware of the bullet thing, it was part of a situation with the shotgun bullets once I update the game it will fit better

I hate everyone listed in the credits :)

Srsly, there did seem to be something a little bit off about the physics of gunfire momentum. I can't quite put my finger on it, but when I was going through the level with the long spike-walled corridors it seemed like I was losing altitude when the mouse was behind and below the guy but I would gain altitude when the mouse is at the same y-coordinate but directly below or in front of and below the guy, but I would've expected them to maintain the same altitude if you're calculating force as (distance from player to mouse) x (horizontal or vertical component of direction). It also seemed a little weird during the first big bossfight, although it's much harder for me to put my finger on exactly why.

If the game is still in development then it seems like there's some room to expand on the different uses of the different types of guns in later levels. And, you posted a game on NewGrounds without a cock joke when it has a freakin' statue of Michelangelo's David? Missed opportunity...

dotcopycat responds:

<3

It's hinted at in the tutorial, but you actually have a max velocity cap. If you exceed the max velocity in any direction, control becomes a lot more droopy. In order to counteract it, you're intended to shoot in the opposite direction you're moving for short bursts.

If you like hard games try my Daxolissian System series

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