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3xBlast

6 Game Reviews

4 w/ Responses

cute game! overall, its very solid and I had fun with it until it crashed (I managed to get a block to float without any under it, I think because I picked up the block it was about to land on the same frame as the block above it was about to land? when I then restarted the level it crashed).
Couple of things I think would make it better:
- outline of what block you're picking up and where you're about to place your block. Often had the feeling of "that's not what I wanted to pick up/where I wanted to place that!"
- some more tweaking to how fast you start moving after turning around. I felt like I had to really quickly tap the arrow keys to turn in place. perhaps you could try something like -> if you press the opposite direction of where you're looking, start moving the character in that direction, but if you release the arrow key before you move an entire block, snap the character back to the starting location. That way you have the feeling of direct movement for when you do want to move, but there's still some wiggleroom for just turning in place.

Overal cool game!

Was surprised by how interesting the simple mechanic was throughout, especially in the final level! Just the right length too!

GrizzlyCogs responds:

Thank you! :)

Very fun little game, the goals of destroying buildings and foxes also give it some extra variety over just a highscore game. I do think limiting the sound sources can help a lot, sometimes it's just too much stuff going on that it becomes noise. Especially when multiple foxes come running at you, first time I heard more then 3 foxes come towards me I thought there was something wrong with my speakers. Since it's not panned, you might just want to cap that globally at 3 fox running sounds, beyond that it becomes indistinguishable anyway.
Good luck on the steam release!

VerilyFine responds:

Wow, thanks. That seems like so obvious of a fix now, I hadn't though of that. I appreciate it.

I think this concept is super neat! I just feel it misses 1 extra mechanic to make it feel more like you have control over the match besides hoping you hit higher power then your opponent. Most matches felt like they would be determined purely on who has the higher spin at the start, because hitting the opponent felt like it would just count down both of your livebars, even when I got to hit the opponent from above (but that might just be me not really getting it right).
If there was something I could do during the match to get spinpower back, or if hitting the opponent didn't feel like it was also impacting my health, and if the spinpower you have at the beginning was a bit more consistent to get or there was some sort of risk/reward mechanic tied to it (you can get moderate spin easily, and higher spin power is harder to get and might land you back at lower spin power IDK) then I would have enjoyed my time with it more.

That being said, the graphics, presentation and music is fantastic! Hope to see more of your games on the frontpage in the future!

rotcivsette responds:

Thank you for the amazing feedback! I'll keep working on new stuff.

The art is cute and the music is fun! For the amount you have to use it, the wall jump felt a bit weak though, wasn't really fun having to spam it to get up a wall and then miss a walljump up a ledge and fall down. When you're walljumping up some walls it's also very hard to judge how far you've gone up since there's no texture on the wall (just solid colors) and no landmarks or other platforms to judge it from. Same goes when you're moving horizontal along a flat floor.
If the walljump is buffed and there's more points of reference to gauge how much you're moving I think It'd give it a higher score.

The art is super cute and the size of the level is impressive given the time constraint, but the core gameplay of moving and inflating yourself felt secondary to all of it. Having to wait until the characters stopped talking until you could move also seems unnecessary?

YaenGames responds:

Thank you for your review! We decided to keep the gameplay simple this time to focus on the adventure, changing environment and story. So, yes the game play took a support role here in a way rather than being the star of the show.
Sometimes we have to lock your movement so that you don't just swim away while something important is being told or that you can't just swim on into the next cutscene while a previous one is still playing. You can skip through cutscenes using the middle mouse button or space though.

Sound designer by day, musician by night.

Male

Sound designer

Manchester

Joined on 11/13/13

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