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FutureCopLGF

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I definitely find the game quite impressive at including a level editor and such, but the game was so light in content that I didn't find myself wanting to use it. Sure, you could argue that the intention of the game was to create/play user-created levels, not the dev levels, but I didn't really feel that the game did a good job at selling me on that aspect. The dev-created levels were low in quantity and variety: I'd call them bite-sized, but really they were more crumb-sized. The mechanics were rather sparse and non-substantial: you've only got some flowers that shoot projectiles you can jump on, some platforms, and a weird grapple arms movement system that is way too touchy and unwieldly to move around with (holding down the jump button for a nano-second too long can have you overshooting your goal as your character wildly grapples upwards). It just seemed like the game had so little to offer to work with in creating interesting levels: hell, the editor seemed to have even less than possible since the game had flower platforms but I couldn't find an option to place those, and I couldn't figure out how to change the direction that flowers shoot in.

To compare, Super Mario Maker might be all about creating and playing levels, similar to this, but it, unlike this, offers both a ton of sample levels that are fun to play and showcase all of the tools you can work with which in turn inspires you to want to create. In a way, to me, it almost seemed like you were throwing all the responsibility of making the game fun at us when it should be up to you, haha!

RowanFuture responds:

Thanks for the feedback! The game was made in 24 hours and was more of an experiment for me, the amount of attention it has received is pleasing but I understand that the game is slightly lackluster in many places and was designed somewhat rushed considering my self-imposed time restriction. I'm probably not going to make a game this way again but it has been interesting ^^
(The extra controls for the editor are in the description as I forgot to add them in game)

Wow, very nice little skate game! It's a little light in content, having only the one single level, but it's very charming and smooth with its presentation and very deep in its gameplay mechanics in how it can be a wonderful, arduous journey in itself to get skilled at the controls and racking up combos, all the while completing the bonus objectives. It was a bit overwhelming at first with the sheer level of buttons and tricks that you can pull off, and I had a long time where I would keep mixing up what button does what, but the tutorial did a good job at easing me in and I nevertheless found myself not getting frustrated, but addicted to getting better and better at the game. There's some slightly wonky stuff, like how I don't think speed up necessarily needs to be tied to jumping, how the end goals played sounds for going through them but had no visuals except for the ones you cleared, and how doing a manual or grind will sometimes start so close to the edges of the bar that you can't react in time to save yourself, but those are just small nitpicks for this wonderful little game!

Pretty neat game! Love the goofy story and how the gameplay picks up the pace and difficulty rather quickly with a good amount of varied obstacles to contend with. Love the difficult levels and how, alongside the element of only being able to walk forward, it adds a lot of interesting challenge and improvisation to the gameplay. Sure, it was a little frustrating at first since my natural instincts kept wanting me to be able to backup at times, but overcoming it was a nice experience.

Bit of a bummer at how the continue system works: I made it all the way to Level 4 in the 1st zone, but when I took a break and came back to continue, it took me all the way back to the first level in the zone. I guess I understand that it's because the game uses a life system and I didn't beat the whole zone, but man, I wish it let me continue from the last level I left off on, instead of the last zone. Still, despite that setback, I still want to play this some more, so well done on making it fun enough to make me look past that!

jupitron responds:

Thanks a lot for playing! Great video!

Bit mixed on this one. On one hand, it's a funny concept, and I feel like the interface you built is very smooth, professional and satisfying to interact with. But at the end of the day, I actually think the whole pig latin aspect just overcomplicates it and doesn't elevate it to be more fun or interesting than the original. Also frustrated that you can only do it once a day: why did you feel the need to lock it down like that instead of just letting me have fun! Due to all that, in an unfortunate twist, I feel like all this game did was just make me really interested in actual Wordle since I haven't played it yet, not Ordleway, haha! Still, a solid attempt!

ElanMakesGames responds:

Thanks for checking it out, and I appreciate the feedback! I made it limited to once a day so that players can come back each day for a new puzzle, and so that they can talk about a certain day's puzzle together.

Not too shabby! A very creative way to show off a bunch of neat art and artists, and I love the physical interaction of actually picking up the coin, putting it in, and watching it tumble on down! Only complaints I have is that it can be a little clunky and glitchy with weird parts of the interface not working well (sometimes the text pop-ups for hovering on a trophy would stop working or just act strangely, for example) and that I feel it misses the point of the thrill of a gacha by letting you skip the act of putting in a coin and watching the ball roll down once you do it a single time: that's the best part and acts so much thrill and interactivity to it!

Wow, this one really surprised me! First impression was a bit mixed: the title screen/main menu was definitely very cool and smooth with the way it swishes around and transitions to levels and other menus, but the simple graphics, stubby movement of the character, and lack of challenge made me a bit worried as it gave off the impression of a way too basic asset-flip game. However, as the game went on, I was impressed at how quickly it upped the pace and started introducing new mechanics and challenges, along with story elements like the rival character: turned what seemed like a boring game into something that kept me hooked! I also love the subtle, professional design touches here and there, like the way the camera slickly moves to frame the level, and how the sound for the jetpack peters out to clue the player in on the fact that it has limited fuel that peters out: very clever!

EDIT: Made it all the way through! The story was, uh, wacky with a bit of a nonsensical letdown ending if I were to be kind, but it was funny enough in that nonsense and it didn't hurt my experience because the gameplay itself just kept delivering more and more excellent powers, obstacles and setpieces, especially the boss fights! Again, well done with this: definitely a hidden gem!

GreenGoatGaming responds:

Thank you so much, I'm very excited for your next video!

It's a bit rough since it's a game jam game, but I feel like it's a great prototype for a solid concept! Definitely very impressive from a presentation perspective with the stylish tilted perspective, the snazzy way heroes get introduced and chit-chat, and the cool ending screen where you get to see how many bodies you piled up. Did some great things with the concept like changing your abilities up as you get lower on life to mimic boss phases: very funny and clever!

As said, it is pretty rough. The combat was generally a bit wonky where all of the attacks had vague, confusing hitboxes and lackluster power/feedback, and the tilted 3D perspective, while cool looking, did make it confusing to aim, dodge and judge distance. I was a bit annoyed that the attacks you get are randomly generated: I'd much prefer if you would get to pick and choose your own loadout from all possible abilities, and then it could become a fun game of trial and error, or adaption, to get your favorite loadout, instead of it just being a chaos where you can get stuck with abilities you don't like, forcing a restart to get the ones you want. I'd also love if you get MORE abilities on different buttons when you upgrade due to low life, instead of having to replace abilities. Would also love more variety and difficulty with the hero AI to combat against: felt like they just won by stats and numbers rather than clever moves (but maybe that's the point, haha).

Definitely a game that, while I felt it was a bit too wonky and shallow to keep me hooked, I'm still impressed with it and feel like its a great, ambitious idea that I'd love to see fleshed out and polished up into a full version if there is interest in it! If not, then I await whatever cool other idea you all come up with!

Solid art collab! Love it when an art collab creatively displays the art in a unique way to hook viewers, and I think this did a great job! Presentation of the art felt great: loved the animations of the cards coming up and flipping around, and seeing little podchan react to it all. Loved the nice feedback of hovering around the cards and seeing/hearing them flip up: so satisfying to just brush the mouse over 'em, haha. All around super stuff here!

The only big demerit against it for me is that I was surprised that there were no links to the artist's profiles when you hover over their art or name (I know you can find them in the credits, but it'd just be so convenient if, when I see a cool piece of art, I could click on it right there to see the hot creator that made it). That and I felt like the 3-card tarot reading could maybe get put a bit more front-and-center and guide you through the cards you get, or maybe highlight the cards you got in the pile so you can read 'em and remember what you got without having to go back and get your reading done again.

Taka responds:

Hey future cop glad you like the Collab. I did blockhead. Looking forward to your video. Look out this pico day for my game. No bribes *slides dogecoin on the table*.

itsreddqueen responds:

Hi, there! I just wanted to say a massive thank you for featuring the collab in your latest video and giving your honest thoughts on it. And as for your 3 card reading in said video, this is my interpretation of it so like all tarot readings take what resonates and leave what doesn't.

With The Sun in the upright position, you could possibly be in a period of time where you feel a lot of joy in your life with where you're at right now, if not it might be coming very soon.

And with The Hanged Man as the next card it could be an indicator to possibly look at things from someone else's perspective and look at the many outcomes, think about where that joy is coming from and then put yourself in someone's shoes, which leads us to the last card.

Temperance, finding a good balance between The Sun and The Hanged Man. Enjoying this period of abundance and joy and good times but also being mindful that you don't overdo it and think about where it comes from. Balance seems to be an overarching theme in this reading.

These are more so things to meditate on rather than things to be predicted so take that as you will. If you have any more inquiries of the collab then I'd be more than happy to answer any questions to the best of my ability. Again, thank you for featuring this in your latest video and I hope you have a nice day.

Hmm, this was a rough one for me. Initial impressions were very strong: I think the concept is cool and the graphics/music/sound and so on felt very polished and professional. Love the cool touches like how the glow of the comet gets closer and closer. I really wanted to love it based on how good it looks and feels to just move around and shoot stuff at a basic level, but the way the rules of the game are designed brings it down, I think.

It just feels way too passive and up to random chance as to whether you can progress: all you can do is wait for pieces to fall down and then break them, hoping you get an orb from them instead of a slime. I would've loved if I could have more of a hand in creating pieces by shooting at the comet to have them come down faster or something, but all I can do is wait. Just didn't feel challenging or tense at all, as it was very easy to dodge the rocks coming down and the occasional flies that would come around were way too easy to dispatch. And then even when you get enough orbs to power the cannon to fire back, it doesn't feel satisfying: all that happens is it fires up and the bar fills up a bit with no satisfying flash or explosion or feedback of any sort to make you feel like you're fighting back.

I definitely think this has some solid and professional construction to it, but the game itself just didn't keep me hooked or excited. This one wasn't for me, but I'm looking forward to seeing what else you come out with in future as this looked like it had a lot of promise and technical know-how!

EduSilvArt responds:

Thank you so much for the nice feedback! I keep making those small games in order to develop myself as I'm very amateur to gamedev. This one I made for Ludum Dare, after the jam I kept updating to make the game cool enough until I realised... the game isn't that cool. No matter what I do I don't think it could get that much fun, I could add lots of visuals feedback, new machanics and such but to make the game fun as a whole I would've to redo everything so I decided to just let it like that and move for my next projects. I learned a lot with it tho and I hope I can make some good games in the future!

Hmm, this was a bit of a rough one for me! On initial viewing, I think the game looks really cool and has a lot going for it. I love a good beat-em-up, and this delivers some crazy action with some very stylish and cool art/animations all-around that remind me of something like Alien Hominid.

But in the end, the gameplay didn't feel great. The feedback of hitting enemies and getting hit by enemies felt really vague and unsatisfying due to the lack of effects, the enemies were dumb and the bosses way too spongy, and overall the game just felt like a clusterfuck where you're crammed into a cramped corridor where you barely have enough room to maneuver and time to react as enemies glitch-spawn right on top of you or on top of furniture or clipping under the floor and fire zero-telegraph attacks with wonky undefined hitboxes. It felt chaotic, but not in a good way, but rather a glitchy, wonky, confusing way, unfortunately.

Sorry, I think I'm just really harsh on beat-em-ups because I love 'em so much! But I think it's very understandable that the game isn't as fleshed out as I'd like since it's a game jam game (rather, it's impressive how much was done considering it's a game jam game!) I just want to give as much feedback as I can since I'd love to see the continuation of this, hopefully with some changes to make it feel even more satisfying. Looking forward to it!

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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