00:00
00:00
FutureCopLGF

1,946 Game Reviews

672 w/ Responses

1 reviews is hidden due to your filters.

Hmm, this seems to have a lot of potential to be a fun little survivors arcade game where you blast a bunch of bugs using some nice graphics, but there were just a lot of confusing and annoying elements to it at the moment which got in my way.

For one, the UI and menus felt incredibly messy, overcrowded, and difficult to control and parse. Sometimes I could click on buttons with the mouse, while other times it required that I use the keyboard instead. Similarly, other times there would be buttons that would be faded to look like they were disabled, only for me to press them and find out they were active after all. I felt like you tried to make everything intuitive somewhat with lots of labels and prompts, but overall it was just really difficult to tell what my objective was, how to progress, what buttons do what, text was hard to read due to colors and overlaps, and so on.

Furthermore, the game loop felt really unsatisfying with the way the inventory fills to capacity almost immediately, making it incredibly risky and annoying to try and experiment with other items as I'd like to do: instead I would feel like I need to stick with what I have and just upgrade its stats in a very boring manner. Bizarre to see such a limitation in a series where they usually allow tons of weapons and equipment to create these dazzling fireworks displays of chaos. Despite me getting so many upgrades that constantly interrupted the gameplay every few seconds, it didn't feel like the game was changing significantly.

Pretty neat little break-the-targets arcade-y pinball experience! Overall the game feels quite flashy and fun with great menus and fun characters that brighten up the experience with their unique animations and backgrounds as well as their informative callouts, like when you're on your last ball. Certainly an improvement from the previous version!

Having said that, though, I'm still a bit down on it in some regards:

*Pinball is all about pizazz for me, and while this is an improvement from the previous version in terms of that, it still felt quite lackluster in a lot of regards. Potentially exciting powerups like slow-mo felt pointless in their usage and nukes felt limp with the way they just clear the screen with no exciting explosive sounds or visuals. A bonus round is usually something that shakes things up significantly and feels like a celebration and a reward, but here, barely anything changes, most notably the music stays the same, and the collection of coins doesn't feel that gratifying. Certain elements like winning the time challenge for a board or racking up big points should be broadcast to the player, but instead are being stuck in the corner where you might not even notice them.

*The gameplay also just feels kind of stale to me: the lack of pizazz as explained above contributes to that, but more so I feel like the game easily gets repetitive as the board only changes itself in very minor ways from level to level, with the main board construction not changing at all and lacking any sort of exciting elements like ramps, additional paddles, and so on. There are no significant changes to music, the board construction, your character or background, and so forth, to give a sense of progression, and the minor changes to the target patterns and introduction of elements like purple barriers felt like impediments rather than interesting additions.

It's a decent game that I feel has loads of potential, and so I can't help but wish for more!

CubePunks responds:

*As far as overlay elements go. Being mobile compatible, it had to be portrait rather than landscape with the hud being on the boarders optimizing screen space. Because of that, a lot of elements like the text overlay and character had to share the same real-estate as the game board; so the goal was lots of movement without distraction making gameplay hard to manage.

The Nuke is a good example: when shaking the screen violently on impact, that half second distortion can make a player loose track of the ball and then get a fallout (happened in testing). That level of player frustration would drop a review a few stars.

I reserved the timer and the score counter to the corners cause they're persistently available, having movement to not be too static but out of view that they don't distract from gameplay. I feel character reaction audio and animation make vision indicator that adding "text overlay of extra points from a time bonus in center focus" redundant and a poor use of real-estate.


*As far as board changing (not just layout changing) goes - its something I'd love to do ; but there's two barriers on that.

1- Game design: Layouts change but your ball never resets until a fallout, which gives the game a lot of the kinetic fun. As is, having that seamless feeling clashes if your foundational board elements spontaneously move on you. Some design work would have to be done to see how to have it not lead to player frustration.

2- Budget: I treat my browser games as demos/vertical slices I can put in a portfolio with hope that one day I can get the resources to expand the idea into a larger package. While everything is still self funded, I'd rather have spend (and have been spending) recent years establishing a variety of ideas rather than a refinement of a single one. This doesn't mean I don't ever want to revisit this game with updates (like I have the foundations to plug in new characters if I want) but a gameplay expansion requires a level of work on par with making another small game.

So either I need to be in a spot where I'd rather invest in an expansion over a new game (and I just did that with Deluxe being a ground up remake of the 1st) OR I need help (publisher, dev team and marketing) making a paid version that'd expand to a 5/5

___________

Either way, I want to revisit PinBall Breaker again in the future; so an expansion will happen IDK when.

- KageKMB

Hey, this is a really solid SHMUP you got here! For the most part, this delivers everything you want from such an experience: big flashy explosions, points galore, a wide variety of enemies to contend with that come at you in interesting waves within a cool world, big bosses, challenging combat, and so forth!

In terms of feedback: I'll admit that the mechanics, while fun, are a bit too simple to a degree where it can feel a bit mindless, and the few exciting powerups that there exist are very limited and can easily be lost. There was also a big stretch in the beginning where it was getting pretty repetitive and felt like it was looping and it almost lost me, only for it to suddenly right things by introducing a bunch of new exciting elements. Definitely feel like that should be a bit edited to keep the pace consistent through the experience, but it's not that bad.

Hmm, quite the interesting game, feeling like a cowboy-themed top-down turn-based version of SuperHot! Coming to terms with how the combat system works and the addictive nature of experimenting with the various weapons you have certainly hooked me, and the game overall felt like it had a decent amount of polish, what with its nice HUD and special effects.

However, in its current state, I find the execution of its interesting ideas a bit rough:

The game was difficult in not letting me get enough information. For example, while I can see info on guns when I'm buying them, I was annoyed that I couldn't see information on guns that are in my inventory, and the gun info was incomplete, lacking details like the cooldown between shots. I found it confusing too that gun info only appears when you mouse over an item, when I feel like it should happen when you walk over it instead (or perhaps both). Speaking of, I would've loved to have more information, such as seeing a preview for attacks and explosion radiuses and so on since I wasn't sure how they'd play out, as well as seeing enemy health amounts. Other aspects were a bit confusing, such as how some enemies will fire in a rigid cardinal direction cross formation, yet they will still point a gun in your exact direction as if they're going to fire directly at you like other enemies do.

The game also just felt a bit lackluster at times. The levels felt incredibly cramped and claustrophic which made all of the gun fights quite boring as you have no space to move around strategically. It was really easy to run out of ammo and get in a dead-man-walking vibe where you just don't have anything to fight with and no cash to buy more guns since it disappears almost immediately from when it drops: would much prefer picking up guns/ammo from enemies or chests instead of buying as I think it would help create more improvisation.

Again, really interesting ideas you got here, just don't feel like its been executed in the best way yet, but best of luck!

RaspberryJamGames responds:

Thank you so much for the detailed feedback!
I am currently working on a new version of the game for Early Access, which will address a lot of your issues.

I intend to add tooltips to the inventory, extra tooltip info (such as cooldowns) and also tooltips for when you walk over an item.
I hadn't thought about attack previews, that's a good idea.
It feels like showing enemy health might clutter the screen to much, but I could give enemies their own tooltips.

I'm sorry that the levels feel cramped - At some point I want to revamp the level generation, so I'll keep that in mind.
About the money disappearing, that's quite a common criticism and I'm trying out some alternatives, but I still want people to play aggressively, rushing to get money as soon as it drops.

Thanks again for the feedback.
I agree with almost everything you've said and I will keep on improving the game.

Cute little arcade game! It's pretty simple, almost too simple that it lacks any sort of long-lasting appeal or strategy for me to sink my teeth into, but for what it is, it's a delightfully crunchy and juicy arcade shooter that crackles with energy and provides some decent fun while it lasted, really reminding me of the more simple games one would play on the Atari, for instance. There are some hints at depth here, such as with the ability to eventually break the very spongy tombstones for points (which I would've never assumed were breakable without the game over tips saying so), managing recoil, and how best to work with the magnetized pickups by standing your ground or seeking them out, but it just wasn't enough to keep my interest for more than a few minutes. Still, not bad for those few minutes!

Pretty cool job sim game! Getting some real Papers Please vibes, and I had a great time checking IDs and getting better at processing the crazy recipes and their cryptic rules. Can't imagine I could ever get good enough to memorize all of the rules without having to rely on the cheat sheet, but I was nevertheless addicted and loved to challenge myself for high-scores, and the game has a really warm and goofy charm to it with little tidbits like customer chatter that made it all the more better.

In terms of feedback:

While I think that the tutorial is pretty solid and does a good job at teaching everything, I do think it can be a bit overwhelming with how much it dumps on you all at once. I would've much preferred if we had some sort of story campaign that introduces the mechanics bit-by-bit, like perhaps having your first day just as a doorman checking IDs, the next day making some simple drinks only, and then combining the two and enhancing the difficulty as it goes.

Speaking of story campaigns, I would've loved a bit more of a sense of construction to the game with all sorts of different modes, like a story mode, endless arcade mode, and so on. Something about the game feels a bit not fully-developed and lacking a sense of progression in its current state, like I'm unsure how long its supposed to go, whether I can save my session, and so on. Part of this is the lack of feedback in terms of scoring: would love a lot more details in how I'm being scored, better feedback like color-coding the two ingredient lists to make it obvious what I got right and what I missed, as well as a record of my scores and others to compete against, to give it a greater sense of how I can improve and a goal to strive for.

Nice to see another chapter of this! Certainly a promising sonic-esque platformer that you're building up here, and it seems to get a bit better each time I see it. I'll just give you some play-by-play impressions as I went through:

Level 1: Decent level, basic stuff, very easy, but good to start off and get used to everything. Does feel a bit silly at times though, like how you can be standing right next to a rock wall and hit roll to smash through it: you'd almost expect to have to charge up or build up momentum. Can get health back so easy I practically don't need to think about it. Again, though, fine to be forgiving starting out.

Level 1 Cow Boss: Good variety of attacks, but sometimes it felt really confusing to figure out when you're free to hit him. Had loads of times when I tried to attack him right when he finished an attack, but he'd suddenly transform into a new attack right when I hit him and I get damaged instead.

Level 2 Snow Stage: Nice to see so many new mechanics like rails and see-saws. Can't really get a handle on rails, end up losing speed and coming to a stop, slipping around, reversing, feels awkward. Some nice puzzle sections like where you need to use the seesaw to make a ramp to get up...oh, maybe not and I'm just supposed to wall jump? That's a bit of a letdown. I appreciate the increase in challenge but it just started to get really annoying with so many see-saws and snowballs rolling down: a real uphill battle, pardon the pun. Felt like I was playing those annoying Hoth levels on Super Empire Strikes Back, it's just too much and I end up wanting to facetank through it!

Level 2 Hat Boss: Decent, fun animations, certainly easier to determine when I can attack compared to the first boss, but he was a disappointing one-trick pony.

Level 3 Mirror Stage: What a cool level! Love the whole puzzle element of having to look in the mirror to see invincible platforms and hazards reflected. I wanted more of this! Though, sometimes it was a bit annoying to be speeding along and suddenly you're in a mirror and you hit some spikes in the mirror you couldn't see coming. Speed and these puzzles don't mix well at times I guess.

Level 3 Eye Lasers: Again, I appreciate the increase in difficulty and having a unique race challenge, but I literally cannot beat this. Not only do a lot of the courses feel like annoying trial-and-error, but some courses I do not physically know how to build up enough speed to get away. I feel like maybe I'm missing some sort of hidden tech I'm suppose to learn about how to accelerate or something: maybe this is why I was having trouble with the rails earlier on, maybe I'm missing something. I tried everything though: spamming roll, spamming jumps while rolling, jumping and hitting down into a roll, backtracking to build up a head of steam, nothing works!

Side note: if you jump straight up when next to a wall, I don't think you could wall-cling to it unless you physically move towards the wall. Since this game doesn't do that, the character can feel too clingy.

Alzter responds:

Hi again! Thank you for playing my game and giving honest feedback, I really appreciate it!!

Level 2 Snow Stage: I'm sorry to hear that the grind rails were frustrating and unintuitive to use. A friend suggested I make it so that the player can turn around whilst on them, maybe I will have to make that possible for them to feel less uncontrollable and awkward like you said.

As for the seesaws, yes, initially I wanted the player to use the seesaw like a ramp, but I couldn't implement the behaviour well enough for it to work on its own, but clearly that's no excuse and having the mechanic not implemented in the way you expected was a letdown, so I will see if I can improve it to work more like a ramp in future.

Level 3 Eye Lasers: Damn, that's a shame that it's not intuitive or clear how to gain speed to escape the eye lasers. I will need to add some way of teaching the player how to move rapidly before this section so that they don't get stuck here like you did. If you're still stuck, try mashing the roll button whilst you are rolling, it gives you a short boost in speed, and tell me if you can beat the section using that technique.

Can't get to all of your points just yet, but I will say, if you want to disable Moomoo clinging to walls automatically without having to push towards them, turn off Assist Mode in the settings.

EDIT 28/03/24: I have decided to make the Gazers (eye lasers) NOT immediately kill you. They now only deal 1 damage like other enemies. This means that you are not FORCED to know speed techniques (which are not yet well taught to the player) in order to make it to Chapter 2's boss.

Huh, this is a pretty neat metroidvania! It's a bit of a mixed bag at the moment, but overall the general construction feels pretty solid, impressive and shows loads of potential.

As a big fan of games like Sekiro, this game's focus on parries and deflections is right up my alley. The feedback from a timed deflection was sublime and made it very satisfying to style on these mooks, and the fight against the boss was a big highlight for me, being such a great back-and-forth due to how aggressive he was and so cool to parry his combos and sword waves back at them. The other design mechanics that reward aggression and style with bonus resources were great too, and it felt good to get new trinkets and powerups.

Having said that, though, the game was a bit bland when it came to other aspects. In particular, the sense of exploration was not so good: plodding along with no fun traversal powers through these cramped cave corridors that are largely devoid of any landmarks or fun platforming, instead just packed with the same spongy enemies over and over...it got pretty repetitive and felt like a slog. Combat also dragged because it just turned into the enemies waiting their turn to get parried by me over and over: I ended up just running past them! Sure, there are a few sidepaths with some trinkets locked behind combat here and there, but it didn't so much for the overall slow feel of it all.

It's up to you on whether the above is a problem and how you'd want to solve this. For example, perhaps making the environments a bit prettier and varied would be enough. Or, perhaps enemies could have their health reduced so they don't reduce the players pace, letting skilled players cut through them like butter. Maybe there needs to be more exciting traversal like slides, fast falls, dashes, wall jumps, and so on. Maybe there just needs to be more puzzles or challenging platforming sections to serve as a contrast to the combat. Maybe more interesting attack patterns for both the enemy and the player could help, particularly if both the attacks and level design were more vertical instead of being so grounded. Again, up to you, and best of luck as this does have some great core elements already in place!

MonsiStudios responds:

Thanks for your feedback! :)

It has a certain goofy charm to it and could be a decent top-down horde shooter, but overall the game just felt a bit too simplistic and bland, leading to feeling rather repetitive and unsatisfying. The boss fight at the end was pretty interesting, but also felt rather unfair in how unpredictable it could be, particularly due to lack of telegraphs when initiating or disengaging from a pattern: I suppose I'm partly to fault and should've gotten more speed/health upgrades instead of damage, but I'm not going to play the whole game again to make better choices because of a trap like that.

Fish125 responds:

Thank you for the feedback! We hope you can find it in your heart to keep an eye on us and our future endeavors

Huh, not too shabby! It's basically a cute Undertale-esque SHMUP boss rush, and it does a decent job at providing a good variety of boss patterns, as well as some goofy twists and turns like the guy who runs out of bullets, haha! I also like that it has some strategy to it, such as where you can optimize your damage by switching to the gun that only fires upwards, but faster, when it is appropriate.

In terms of feedback, the game is a bit rough. In general there's a lot of minor jankiness with animations and transitions that are a bit awkward. Additionally, I played for a long time without realizing you had another weapon and a grenade because it doesn't teach or provide a HUD that you could intuit this from. Speaking of weapons and abilities, it's also a bit strange that it doesn't provide any cooldown timers on the HUD, making me unsure whether I could throw the grenade or dash again yet. I also wish the damage/health was equalized across the board instead of being surprised when a boss attack does so much damage for some reason. I also just got really confused when the game changed characters to this blast jump dude and the jump controls were weird and glitchy and I had no idea what the game wanted me to do.

Despite its roughness, this was pretty fun at its core and shows a lot of promise in creating varied combat scenarios!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

Level:
18
Exp Points:
3,444 / 3,600
Exp Rank:
15,555
Vote Power:
6.00 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
42
B/P Bonus:
0%
Whistle:
Normal
Trophies:
10
Medals:
2,870
Supporter:
4y 3m 25d
Gear:
1