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BobbyBurt

27 Game Reviews w/ Response

All 109 Reviews

Seems to work well. This is an exciting concept! Before a collab like this is organized, There should be a public call to brainstorm ideas. This meta collab has tons of potential for neat ideas not seen anywhere else. I think it would be hard to pull off, though. Organizing animation collabs seems difficult enough, but I imagine games to be another thing. The load times on Unity games certainly poses an issue to making this idea very seamless.

3p0ch responds:

I believe you're correct. My main concern with attempting something where games are this interconnected would be structuring the collab in such a way that if one person flakes out and doesn't finish their game, or has buggy code, or makes their game way too hard for most people, or something then the entire collab won't get sunk because of it. That could be handled by asking people to make adjustable difficulties in their games and maybe making cheat options that would let players skip any games that don't work for them.

As for the long load times for Unity (and Godot) games, I might be able to handle that by writing code to open a tab that would in the background cycle through every game in the collab to get it loaded and cached on the players' computer so load times when they actually reach the points of switching games aren't so bad. I haven't actually executed that, but if people want to make this happen then I'll try it.

I haven't had much luck mustering people for this on my own, so the only way to make it happen might be to ask a power that be if they'd want to try this as a NewGrounds thing, after a public brainstorming session if it can produce a plan that seems viable.

This is miles ahead of what I was able to do after six weeks of using Unity!

Aakison118 responds:

thanks! I've had a lot of time on my hands, so I've been working on this almost non-stop!

thanks for playing!

As much as I want to wish for a more polished version of this, I can imagine how much of a technical hurdle is must've been to get it to this point. Kudos! I miss seeing 3D Unity games online like this. Reminds me of SPLAT DEATH SALAD on Kongregate from years back.

keybol responds:

Thank you for appreciating! Yes the technical aspect of developing a game like this is definitely the hurdle. After that, improving the physics, graphics, and effects will be smoother to implement. Stay tuned!

It's nice to see what Phaser's capable of, especially with how seemlessly it works on mobile. Definitely interesting in trying it out myself, however the lack of an IDE seems to make it not ideal for big projects.

PsychoGoldfish responds:

You might be interested in https://phasereditor2d.com/

It's a 3rd party IDE for Phaser.

Gives me Nitrome vibes! I want to try using HaxeFlixel but I could never get Haxe installed for some reason

ninjamuffin99 responds:

Hmm, check out the Haxe discord, those fellas can help u out. https://discordapp.com/invite/0uEuWH3spjck73Lo

When I first started learning Haxe and Flixel stuff, setting up was the hardest part. It took me days to get it all sorted out, I didn't know what I was doing at all. But don't let that stop you. If I stopped and just gave up on getting it all setup because it wasn't getting installed right, this game wouldn't exist.

Shows lots of potential if you want to keep pushing forward with this kind of gameplay. Movement feels way too slow, which discourages me from landing quick combos which I assume is the way the game is intended to be played. I found the punishment for attacking and not hitting an enemy to be annoying. I get why it's there, but the game makes me wait too long if I'm just a little bit short of hitting an enemy. With those things on top of the slow level pacing, I honestly didn't get far before getting bored.. Still though, this is cool!

PeltastDesign responds:

thanks! the physics and missing hits are admittedly punishing and a bit unconventional, I'll definitely be keeping an eye on them if I do more with this.

This is really cool! It was enjoyable enough that I stuck through til the end. But I'm more interested in the presentation than anything. It's got that flash vector style, but doesn't seem to be a flash game. And you got in browser controller support! That's exactly the stuff I'm trying to figure out how to do for my games. How'd you do it?

ErikSwahn responds:

I use construct 2. It's pretty good for these kind of games. Thanks for enjoying the game!

No more bananas. This ape only wants powerade.

Aaron Burt @BobbyBurt

Age 23, Male

Game/Graphic Design

Close enough to Toronto

Joined on 3/20/19

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