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FutureCopLGF

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Wow, really solid action puzzler here! Really felt like it had everything well put-together: unique and intriguing concept, great presentation with cool paper transitions and cute animations, intuitive controls, a nice steadily paced increase in complexity and mechanical variety through the levels to keep the player engaged through challenge, smooth and forgiving hitboxes/movement, and nice effects/little touches like how your character gets more tired as they run outta ink. I found myself easily getting addicted to going through all of the levels, so well done!

It did have a few annoyances here and there, like how the tutorial pop-ups could be placed overshadowing part of the play area where I'd travel as a player, making it impossible to see where I am: might've been better to allow the player to close the pop-ups, or just place them somewhere the player isn't going to travel in the level. Also some of the later levels got a bit more wonky on the difficulty curve, where they would actually be a bit easier than some of the levels that just went through. But for the most part, solid work!

nulledwine responds:

Thanks so much for all the feedback! I'm super glad that I ended up making something a bit better for once. I've definitely noted down the visibility issues and when I have time in the future I'll add a way to close the pop ups. As for the difficulty curve yeah, the way I designed and ordered the levels was a bit strange; I rushed that part a bit but I'll definitely note that down for similar projects in the future.
Thanks you so much for playing!

Haha, nice goofy little adventure here! I liked how it cut to the chase and went straight into combat and such, but I was a little disappointed that the combat didn't seem to have much strategy to it: seemed like it was all about just mashing the various moves to see the flashy effects, which is fine, but I thought the idea of playing an RPG with everything maxed out and winging it could be cool, but oh well. I'm probably being silly expecting more than that, but the ability descriptions fooled me for a bit into thinking there would be strategy with debuffs and such. It's fine that its shallow in the end since it's just being goofy, but if you did something I bit deeper I'd be for it. Anyway, I also liked the hidden little touches the game had, like insulting you if you attempt to Go To Title at the start, haha. A nice, short and sweet little jaunt.

Vidyabatter responds:

Thank you for the actual criticism.

Hey, nice stuff on display here! I love me a good demake and I felt like this did a great job at providing an atari-esque look at Shoot Trip Die: captured all of the mechanics faithfully like the combat, shooting pots for cash and then purchasing items, the final boss, and plenty of little touches like the game over animation and such. Always fun to see a game through another lens, but I also liked that the game did even more with it, like a new game plus mode and an extra survival mode!

If I had any complaints I'd say that it can get a little repetitive due to it being overly long. Don't get me wrong, I had fun and I liked all of the levels and was glad they were hand-crafted instead of randomly-generated, but I felt like the stretch between the store level and the final boss level was a bit long: could maybe have peppered in a few more stores or mini-bosses here and there, and extra stores would've made replaying more fun to see what different stuff you can buy. Oh, and I also wish that the final boss was more flashy in its death animation, like flashing the whole screen with colors and such ala Atari, but it was fine for what it was.

Taka responds:

Thanks futurecop! You make good points and I'll keep that in mind if I do something like this again! Can wait to watch you play it in a few days :D

Huh, not too shabby! It ain't going to blow anyone away or anything, necessarily, but this felt like a pretty solid package: decent juice with the player pulsing to shots as well the shots leaving trails and explosions, decent variety in enemy and encounter design that is introduced at a decent pace to keep engagement up, some decent mechanics in having bullets clash which leads to some strategic play to avoid it, and so on! My biggest complaint was that it was over so fast: really felt like it was building up to something like a boss! Take that as a compliment that I was kinda hooked, though: definitely some solid potential here and looking forward to future games.

Hmm, I had a rough time with this game, unfortunately.

On one hand, I thought that it was kinda cool to build up your spaceship, bit-by-bit, through killing enemies. The freedom in being able to add new modules onto your ship as well as upgrading them allowed for some great expression and customization. I also kind of liked the mystery of figuring out how the game works due to its minimalist design, like how money isn't represented with a number. Definitely some interesting progression to be had here.

But on the other hand, all of the progression felt ultimately pointless. All the game ever seemed to do was introduce more and more spongy enemies: they never fired back or got more complex AI patterns or anything to pose a threat, so what was the point of upgrading weapons in the first place if nothing provides a challenge?

To add to that, the core controls felt bad to me as well. Moving and aiming the ship was an exercise in frustration since you just keep flying to wherever your cursor is, never being able to stop and aim (and when you do stop at your cursor, you bizarrely do not point in your last direction, instead you always point to the right). Shooting being automated was annoying too: the constant drone of the same firing sounds going off over and over quickly became grating.

I can certainly see the appeal of these progression games and I think there is some neat stuff here, but the core gameplay here was a big miss for me.

Pretty neat game! It's like a cool fusion of SuperHot and Dandara and I had a blast playing it.

It definitely didn't make the best first impression on me: there were some odd snags such as the introduction movie getting off-sync when I attempted to proceed by hitting space, and it was a little confusing to grasp the movement and mechanics at first, since the slow button was unresponsive in the tutorial zone for some reason, leading to me thinking it wasn't unlocked yet, and I didn't realize you could dash into enemies at first since I thought you could only throw at them to kill.

But it didn't take me too long to start dancing around the levels in a stylish and satisfying kill frenzy! Loved the satisfying hit effects, both in terms of visuals, feedback, and sound, I loved the strategy provided by the unique movement mechanics and diverse enemies, and I liked the nice touches like enemies announcing their incoming attack with an exclamation point above them.

There is still some minor jank I have with the game, such as how I don't like how it loses my mouse cursor if I put outside the level borders, and how it doesn't just snap the targeting to the closest square which your mouse path leads to (for example, if I put the cursor into a box, it shouldn't red out and not allow me to click to move, it should just target the closest space outside the box and allow me to click to go move there, despite not being precisely on it). But for the most part, it's some cool stuff!

Hmm, had a bit of a rough start with this game, so I'm not sure if I understood it all. My trouble was mostly because the tutorial did not pause during, so I felt like I had to rush through it so as to stop the alarms from sounding, leading to me not grasping a lot of knowledge. I didn't realize I could manually pause until I already rushed through the tutorial, but to be honest, why do I need to pause the game during a tutorial? It should be automatically pausing when appropriate.

Anyway, I think I eventually grasped the game, in that you need to build roads and then connect carriages and carts based on imports/exports that places have based on their intuitive arrow symbols above: a wheat field takes in person from carriages and spits out wheat in carts that go to another place that takes in wheat and spits something else out that goes somewhere else, etc etc. Not too shabby, except, and this might be due to my confusion, the gameplay seemed quite boring as it just led to adding more carts and carriages to the same routes over and over as populations/demands grew. I didn't feel like there was any interesting challenge or progression to it: yes, new products were getting introduced, but it was the same type of solution over and over. Challenge felt wonky as well as the pacing seemed random: the first time I played barely any new housing happened which made me feel bored and the next time houses were popping up all the time at a breakneck pace (maybe this was because I was doing better so it reacted to that? curious if that's the case, if so, kinda cool)

I do think the game has a lot going for it: I like the presentation and the way you watch your workers going around on the roads like an art farm, and I like the little touch of being able to click on a worker to see what they are carrying. Seems like a cool city-builder: just feels like it needs a bit of a better tutorial and a better sense of how it progresses and how to control traffic jams and such. Would love to see how it develops.

I got incredibly lost in my playthrough, unfortunately, so I can't say anything definite on the game in a deeper sense. I think it has potential and a lot going for it, and could just be a game not for people like me, but nevertheless, I think it absolutely needs a bit better of a tutorial experience, more intuitive design and a more uncluttered HUD.

The tutorial was way too overbearing and impossible to process. It just vomits pages and pages of textboxes at you, giving you no time to breathe or see the full results of certain mechanics before it speeds off to teaching you the next set of mechanics, so you just forget everything and stop listening. It doesn't help that the textboxes are overlapping constantly as well which makes it impossible to read or interact with anything.

Regarding the tutorial: For one, I'd say you can cut down on the amount of instructions you give: the game is already laid out pretty intuitively and provides a ton of info pop-ups to learn, so you don't need to explain every single thing. And secondly, I'd say you should have the tutorial be a bit more of a story where they introduce mechanics bit-by-bit: leave the complicated mechanics for later, let the player just learn about basic trading first for a few days or whatever, then slowly introduce more complex stuff like crew and factions wayyyy later on.

The game was absolutely chockful of typos. Luckily, they were never major enough that it hurt my understanding of the game, but I seriously don't think I went by a single textbox without something being misspelled. Bizarrely enough, there would be times where the same word would be spelled correctly and wrongly, all practically in the same sentence!

I didn't like how I was being rushed all the time (the game gives you so much text to read and so little time to make a decision, alarms going off with unclear meaning as to why they were going off since hovering over the alarm doesn't tell you with a pop-up, you can never pause full-stop, the game doesn't pause automatically when you go into menus, etc) and yet simultaneously I was also just waiting around all the time (felt like all I could do was just sit and wait for events to happen, hoping for something in my favor to randomly happen, ordering oxygen/food/water is so delayed and unintuitive, etc).

I can definitely understand the difficulty in teaching a game as complex as this to a player, so you have my sympathy, haha. Looking forward to seeing how this develops!

JamesChapp responds:

Thank you very much for taking the time to play cosmodrome!

I developed the game alone for 4 months and it's not finished yet.
It seemed important to me to share the game in the state it is in before leaving it archived on my hard drive.

Luckily it had a very good reception from the public and now I'm putting together a team to finish it.

To begin to understand cosmodrome you have to keep in mind that it is an experimental game. where I implement a lot of different mechanics in a playable experience.

One of the last parts of the game I developed was the tutorial and I had a lot of trouble explaining each of those mechanics.

Regarding the alarms. yellow alarm is when you are running low on oxygen, food and water. (Less than 30 units.) If that happens automatically the station will contact a ship of those primary resources and will buy that resource.

The red alert is when the station is attacked by pirates or there is a threat like asteroids.
There is a button with which you can mute the alarm.

There is also a button with which you can automatically sell fuel to the ships that come to the station. that makes not so many windows with text appear, interrupting the game.

Regarding the design of the UI... sorry... but each system has a different system... it's all part of the experimentation... but I am aware that the UI is a disaster. hahaha.
All that is going to be fixed with the team... yesterday I was meeting with the new ui designer (Naty) who is going to clean up the mess I made.

Regarding the spelling errors... the game was made at super speed without corrections. Missing the editing and correction part.

The game is a kind of multi task...
You have to survive first and take care that you don't run out of resources for life support. (oxygen, water, food)
Then it's a space trade. where you have to trade with different resources to earn credits.
Then you have a Tower Defense where you have threats that attack the station and you can buy and improve your defense system.
on top of that there is an experience system with skills.
and on top of that a system of factions where depending on the relationship you have with the factions, different events are enabled...
and on top of all those systems... like a cherry on a cake... there is a system of random events that happen all the time...
all those systems make each experience playing the game different... or at least that's what the game's design points to.

Thank you again for taking the time to play the game and record a video.

I think all the feedback you give me is consistent and I appreciate it a lot... it really helps a lot in the development of the game.

Greetings

Hmm, I'm a bit split on this one.

On one hand, I think the game is pretty well put-together and very polished: graphics are charming and animated, lots of variety in enemy sprites, menus and navigation are very intuitive in design with great pop-ups for more details to help learn the game. All in all it is very cute in its presentation and smooth to both understand and play. I also like how it offers multiple classes and the ability to customize your party for replayability. Nice touches as well in how it displays equipment on the characters during combat.

On the other hand, though, I found myself getting bored quite quickly. I found the combat incredibly monotonous as it is old-school to the core, in that all you do for the most part is wait, wait, wait, to attack, attack, attack, over and over: no interesting enemy weaknesses to exploit, no need for defense or status ailments or positioning or turn order or anything like that. There were a lot of enemy sprites, sure, but they were all functionality identical dumb hp sponges due to the lack of strategy needed.

Beyond combat, the map screen didn't offer any meaningful choices to make as it was very linear: I expected the map to have a bit of risk-reward to it, like deciding whether to take a road with lots of encounters but treasure at the end, or taking a road with fewer encounters to just get to the boss, for example. Maybe the game gets a lot more complex later on, but I didn't have the patience to get through however many worlds that takes. Also the lack of music and more powerful effects makes the game very dull in mood as well.

Furthermore, I was a bit annoyed that the characters have stats that they excel at, because it feels like it pigeonholes you into only going for roles that fit their excelled stat lest you shoot yourself in the foot. I want to explore more wacky and interesting party combinations, but it pushes you into always going for the same ones because of the excelling defaults. Could also use a codex in game where you can read the effects of stats and such.

Overall, I'd say it's very nice and something to be proud of, but this old-school design is just outdated and not for me, I suppose, as I like a lot more complexity and strategy that you get from modern RPGs.

Not too shabby! While I did have some issues with the game such as:

*Confusion over the premise/introduction of the game: why does taking other student's projects count as getting a white day gift for Pico and Steve? Maybe make it more obvious that it's for an collage in the first place as the wording of 'project' could mean anything, or just scrap the whole 'project' idea and just focus on gathering art scraps for a collage right from the bat, I dunno. (Not to mention we never get to see the collage and it never comes up in the end anyway, so why bother haha)
*Lack of choice and meaningful interactions does make the game a bit monotonous and repetitive as you just go from person to person doing the same thing (yes there is a nice choice at the end but still, it's just one)
*Minor glitches and bugs with sound where they sounded corrupted (maybe intentionally?) or were missing altogether

it was still nevertheless fun and compelling to get through due to the variety of encounters, the goofy and comedic dialogue (which was voiced well) and the colorful avatars. Also I liked that it had some little touches like being able to skip the end credits on repeat playthrus. A fun little jaunt that introduced me to a lot of cool newgrounders!

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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