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FutureCopLGF
Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

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Comments

Hello there! Loved seeing you playing my game! Really honored to be on the list here :)

Seeing you play got me some excelent feedback (like the 'ENTER' thing and the speed of the character). Thank you very much for playing it! Cheers!!

Cheers! Sorry that the game wasn't immediately appreciated on release, but hopefully this makes up for it, haha! I was so bummed out that I couldn't vote on it for this month's top 10 as it felt really polished and would've taken a top slot for me for sure. Glad I could help and hope to see more from ya: I'll need to check out 1-Bit Halloween soon!

yo man! saw your channel a while back, but only got to actually watch your stuff properly yesterday haha. super glad to see that there's a video up for the Best of October now :DDDDDDDDD keep up the good (and very, very lengthy) vids!!! <333

Hello (artist for TCC here)! Thanks for checking out The Creature Collab. It is nice that it did see the light of day after being in limbo for a month. Due to complications the discord was just dead and there was no progress for a month. And then others in the server finished the project. I happy of how it turned out even if the creatures wassnt wery convincing being in the test tubes and scrolling trough creatures/descriptions being not that ideal.

Altho i am concerned with how art collabs will be now since the art portal update. Where "game" art collabs wont be that common anymore. Its fun being part of the "game" collabs and ill definitly join more if possible. Even if they are just cool powerpoint pressentations.

I appreciate you recording your playthrough of my game! I made Spooky Season for the purpose of getting feedback on a game and this is very helpful to me! Thank you!!

Yeah, like @Nebulate said we had some production issues over the summer and had to choose between making our original deadline or (probably) not publishing at all. Almost all of the details you suggested and oddities you noticed were things we had discussed, but ultimately had to accept as the cost of making sure the collab existed. Hopefully next year we can make something truly spectacular!

As for the future of game-oriented art collabs now that the art portal has been updated, I think the way foward is to innovate and include more interactive elements! Like Futurecop said multiple times throughout this video, art collabs on the game portal tend to be very slideshowey. What can we do as game designers to justify these projects being games now that there is an alternative that requires much less work? I feel like the most exciting collabs from this point forward will step up to this question!

As always thank you Futurecop for checking out our work and your thorough feedback! Your insight is always invaluable and there's so much to learn from your videos. I look forward to our next encounter!

-Dan

thanks for playing my game this month! whenever i get a game fp i always look forward to your big long video. i will NOT be fixing the thumbnail tho !!!!!!!!!!!!!!

Cheers! And yeah, in retrospect the thumbnail makes a lot of sense, even if it does make me think its some deep-fried meme, haha!

Thank you! Seeing you play my game was very nice!

gotta be honest i was hoping Halloween Babes made it T_T

Hey!! Thank you again so much for playing our game! In the Top 10?!! Wow!! Watching you play was a treat for the programmer as he was really looking forward to hearing your opinion. It also made me laugh that my reputation precedes me. XD Love your insights and opinions! We try to add them to the next thing. You're the best!

Cheers! Had a blast playing it, and in retrospect I think I should've rated it even higher: I flip-flop constantly and can never make up my mind on these things, augh! Hope I was able to help in some way despite my bumbling (I still don't know what the name of that skull magazine exactly is) and you definitely got your certain style in there with the BWH combo code (which I totally called) among other things, haha!

This was so useful, enjoyed checking out the other games too!

Cheers! I feel like I was a bit down on the game a bit unfairly due to the game boy engine limitations, but it was so impressive nonetheless that I kept going back to it and I had to put it in my top 10: I even feel like I should've ranked it even higher, but I can never firmly decide on these things! Hope to see the full game in future and other stuff from ya!

@FuturecopLGF thanks! All valid stuff really, I winced a bit watching how long the intro was taking and am definitely aware that the combat and movement is a bit janky so I don't think there was anything unfair in there and all helpful. The Platformer controls and combat are probably something I'll be tweaking, and hopefully improving, up until (whenever) the game is released to incrementally feel as good as I can get them within the hardware and engine limits.

@FuturecopLGF i think it worked tbh i wanted it to be unassuming

great job, that was really indepth

I really enjoyed watching you play my game MÆRE. I've watched a few different players on Youtube play the game so far and its been interesting seeing how people have approached it. What I liked most about how you played is that you played the game how I'd imagined it to be played when I first started making it. In that you made an effort to avoid looking at the ghosts. A few players I'd seen on Youtube actively tried to look at them (Perhaps to make their video more interesting for viewers). Theres nothing wrong with playing the game that way if they choose to, but I did think it interesting that people did this. Its kind of interesting how in playing the game the intended way you actually miss a lot of the content in the game. In a sense the game is quite unique in that the object of the game is actually to see as little of it as possible.

As for your comments about the game being short I absolutely agree and will be looking at making a sequel with a bit more of a story and multiple nights. I'm taking my time to think about it though before I start working as I don't want to take away from the simplicity that I think makes the game work.

This game was actually developed for SCREAM JAM 2023 which as per the Jam rules it meant I only had a very short development time in which to make the game. This is why the game is only as long as it is and why you can't actually lose. Its still clearly quite an effective game from what I've seen people say about it but the illusion is shattered if you were to try to play around outside of the intended rules.

Thanks again for making these videos. I always look forward to seeing what you think of my games!

Cheers! I don't always hit the mark, but I do like to try and "read the room" and play the game to what I feel represents the developer's intent, so glad to hear I delivered there. I did go back and check out some of the scary monsters, and you're right in that its almost a shame I didn't get a good look at them and appreciate your effort there, but then again the act of only being able to catch glimpses helps make your imagination do the heavy lifting of making them even scarier, especially with your great audio!

Speaking of illusions and such things, the game definitely did make me ponder a lot about game design. Like you say, even though I played the game as intended and had a good time, it was a bit of a disappointment that, in retrospect, the game didn't actually have the backbone to enforce that intent and it was just me doing all the heavy-lifting in good faith. In a way, it was as if I designed the game myself using your propped-up shell as a base, and therefore I was conflicted over whether that deserves credit on your part! But then again, the medium of games is inherently a cooperative one between designer and player, and it is all just illusions in a way with many of my favorites easily shattered by all manner of further inspection, and I did have a good time until it was broken on a repeat playthrough which many never end up doing so...ah, but I ramble on! Looking forward to more in future!

Thanks for the review of Ruby & Rusty! I'm hoping to fix all those issues you mentioned in the game I'm working on now, Wink & the Broken Robot. Will you check it out and let me know if the controls are better? I'm trying!

Cheers! Part of the issue was definitely on my side and just needing to get used to the slight jankyness that comes with game boy games regarding their physics and controls: had a pretty good time after review playing the games on my own where I could acclimate. Looking forward to your next game: Ruby & Rusty would've absolutely taken a top 10 slot if it was released during the month, so all the best!

@FuturecopLGF Personally I don't think there's any reason Gameboy games *have* to be janky and that's what I want to fix. I'm just not totally sure what is causing this feeling to other people because to me it feels totally fine

You're not the only person who has said it and I'm taking it seriously! If you have any more thoughts on the issue you're noticing please do let me know