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3p0ch

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Poor rock is ded nao. :(
Is that a cocknballs on the baseball cap? If so then +0.5 star for the cock joke in a Flash submission on NewGrounds.

Edit: Ok, +0.5 :3

PegasuTV responds:

cock joke

I don't have much to say except that this game kicks ass. The cartoony graphics are great, and the gameplay overall felt like a good brawler. I'm still stuck at the final(?) bossfight right now and was about to flip a table after seeing that after finally getting past the first one and losing to the second one I'll need to do them both synchronously, but I'm not one to let the game's difficulty detract from my score. The only things to nitpick about are that the mechanic of only jumping straight while shooting seems pretty unnatural, and the very first time I ran across a mob while getting to a boss I wasn't sure if I was even dealing damage to it since it took a long time to kill, but once you get used to it it's fine.

FsebastiamL responds:

Thank you so much I really appreciate the review

I've got to respect your making a 3D game in a 2D engine. The big downside is I felt I could only turn around and aim fast enough to be playable using the mouse, but the mouse won't lock to the game canvas so if you move outside you stop turning, and that put a big damper on the game's fun factor for me.

Kwing responds:

Thanks! This game was basically a result of "hey, I wonder if I can make a 3D game in Flash" and developing the proof of concept into something substantial. Funnily enough, the function that does all the heavy lifting - called render() - is only about 20 lines long (feel free to check it out in the game description if you're curious.)

The camera was a big hair-puller for me when I was making it - hence why there are so many different controls for it. Each change I made (arrows, duration-based rotation speed, shift lock) approached something that felt natural but never quite reached the smooth, intuitive feel that I wanted.

I can play pretty smoothly using the mouse and shift lock, but it took a pretty significant amount of practice for me to start doing it fluently (IMO it's easiest to re-center the mouse before you hit the edge, so that you're never fussing with the camera lock with enemies breathing down your neck.) You can 360 noscope enemies by panning the mouse in the opposite direction, but this also requires some practice.

Instructions plz? I can't seem to do much other than look around. And press numbers to select items on the bottom row.

Since it's unplayable right now it'll prolly get blammed (unless it's just a problem on my computer). Plz re-upload when it's playable though since it looks like it might be cool when it is.

Edit: I reloaded again, and this time I can move around with WASD, jump with space, and use numbers to select stuff at the bottom but mouse clicking does nothing. The mouse scroll wheel moves the item selection, but also scrolls the browser screen even if I clicked in the game to make it capture the mouse. So yeah, something weird's going on.

Patbox responds:

Looks like a bug, I will try to reproduce and fix it! Reload might help, but I'm not sure

Game doesn't start for me -- the preloading screen has the bar fill up most of the way and then stop. Reloading the page doesn't help. Using Chrome, if I go to Developer Tools and look at the Console window it has the errors
Uncaught SyntaxError: Invalid or unexpected token
V0.1.3.loader.js:1 Uncaught ReferenceError: unityFramework is not defined
at HTMLScriptElement.r.onload

ChromeSwitcher responds:

Odd, it works fine on itch. Thank you for telling me, the same thing happened last night but I assumed it was because it's under review and wasn't uploaded yet. I'll look into it!

It has a killer bug -- After he says I should probably go back and give the news to the townsman, it doesn't let me move around anymore. If I open Developer Tools / Console it says there's a null reference exception (object reference not set to an instance of an object), both when the last bandit dies, and again after the end of conversation after the last bandit dies. Granted, I think I had that error come up a lot in my first Unity game and I never cared because that alone won't crash the game, but it might be a clue to why I can't move anymore.

Aside from that, the game looked kinda neat while it was playable.

kyshama responds:

Hey thanks for letting me know, I tried to reproduce the bug on my end during play but couldn't. Ill keep try searching directly in the script it might be during my looping process when it tries finding enemy to attack.

It's running super slowly. It's possible to play, but not very fun when it's this slow.

I'm using Chrome on Windows in case that matters.

hkstd responds:

Thanks for your comment. It seems like the bandwidth of newgrounds.com is limited.
Please play this game on our website https://ww2.click, and the loading speed will be improved :))
Hope you enjoy this game.
Best.

Noticed your comment to OneThousandMeeps, and wanted to give you a heads up that I came up with a solution to the problem with Unity losing save data from PlayerPrefs when you update and I posted the fix here:
https://3p0ch.newgrounds.com/news/post/1086279
Since you've already uploaded this game, if you were to implement the code now then everyone would lose their progress as of now, but then it wouldn't be lost any more during future updates. For any future Unity games it would be useful to have on board from the outset.

Edit: Players clearing their cache shouldn't make it lose data; the PlayerPrefs emulation still saves to IndexedDB.

Kutejnikov responds:

This is a really interesting solution, thanks! I don't plan to update this game, but in the next projects I will try it.
But as far as I understood, this still does not solve the problem of deleting data when clearing the cache. I hope there will be cloud saves (info in API - "Save Data: This feature is currently under development. Check back soon!")
In my another game, Orkicidium, i used serialization+encryption to get the key that the player can copy/paste (but for small games like this, this is not a very elegant solution)

It has a lot of problems that were immediately obvious and made me not want to play any more. I had the same bug as jrl80 with the partner selection. It has Cloud ripped from Final Fantasy and probably has other stuff you don't have rights to use. When I started playing there was no plot or world to explore, which is pretty much the point of an RPG game, instead all the player can do is pick Advance and get random stuff thrown at them. The very first battle had five goblins that could 1-hit kill my party members and wiped out half my party in the first round, and I managed to kill one of the five goblins before they wiped out my party -- pretty lopsided for the first battle of the game and I'm pretty sure there's no way I could've won it. But there doesn't seem to be any penalty for dying since the game just continued as if nothing happened(?) Also noticed that during battle there's an option to choose a passive ability to use, even though a passive ability is supposed to be something which is not actively used (not that there were any to choose from in the first battle).

WorldsCollideGame responds:

It is not a bug,the game is just reshuffling do draw a partner you do not already have.
Do the fact the game is free you can use most things in it and there is no problem.
As said in game description this was based on a bored game so there is no real story to it.
I'm still working on balancing the stat issue. When you use in normal battle you lose Gold.Dieing in boss battles cause gameover.Passive ability is just letting you know these are active buffs the character has.

Sorry for the issues! This a beta with alot of work getting done it still.

If you like hard games try my Daxolissian System series

plasmid @3p0ch

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Scientist

Read the manual & try stuff

So Cal

Joined on 2/13/10

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