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FutureCopLGF

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Hey, not too shabby! I really liked the presentation to this, with the whole pseudo desktop and all sorts of clickable secrets to find. Yes, there was some clunkiness to it all: you couldn't get the medal for 'Did I Won?' by picking results from the start menu but you would by picking it from the desktop, I found it disappointing that you couldn't click on user's names to see their page, and there was a constant issue of being able to click on items behind the current window you're on which would lead to confusion. But nonetheless I found the experience charming, and a good example of how to spruce up a gallery by presenting it in a fresh way!

It's a little bit clunky in respects: I didn't like how fiddly the movement mechanics were, like how there was no coyote time for jumps, and I didn't like how confusing it could be due to instruction tips disappearing so fast, power ups not being explained (I restarted the game the first time I got a power-up, thinking it was a double jump that I'd lost the chance to use since it didn't respawn), and controls being spread all over the keyboard. However, all of that confusion was worth it for the great rugpull moment of the game suddenly turning 3D and introducing all sorts of new mechanics. What a twist!

3p0ch responds:

Looking forward to seeing your face during the 3D reveal when you post the video :3

Kind of down on this game, unfortunately, though I think it could have some hidden charm to it.

The biggest problem I had was the onboarding process: while sometimes it can be nice to have a game that doesn't hold your hand, I felt totally lost in this game. I think it would've helped greatly if this game had a journal icon with the tab key in the corner at all times to let you know about its existence: heck, I think the game should start with the journal open on the '?' tab so you can learn the rules and goals in the first place. Another thing that wouldn't helped is having the camera start zoomed out: I had no idea I could zoom the camera out, and it would've helped so much if it started zoomed out earlier so I could more readily and intuitively see the fish in the water that I could catch. It didn't help that even after I learned all of the mechanics (I think) the game still felt a bit overly grindy and monotonous: maybe the slowness is more realistic to fishing, but I feel like the game needs more to keep my attention and maintain the chill atmosphere, maybe by having little animations and tiny emotes and events while fishing.

Despite my complaints and confusion, the game did have enough of an interesting and charming atmosphere to it that made me want to explore, so I think it could have a nice foundation with that. In particular I loved getting on the boat and seeing the water rock it about in waves: very cool touch! Might be neat to see more mechanics come out of those waves, like trying to fish during a storm where you need to ride the waves, or just more atmosphere and sounds to really get the player in the ocean/fishing mood.

Rob1221 pulls off another miracle yet again! I ain't really a fan of Sokoban games in the first place, and now you add math into the equation? I was all set and ready to really not like it, but once again, something about the smooth gameplay, the simple yet friendly graphics and music, and the gradual, intuitive way it introduces mechanics and ramps up the difficulty bit by bit got me addicted and wanting to play more and more! Gotta love all the 'gotcha' moments that happen in this, like figuring out the minus sign can not just subtract numbers, but also be put in front to turn it into a negative number. Well done all around!

Never have I been so heart-broken to see a demo end so quickly: I absolutely love the concept and mechanics in this game and I need more of this, stat!

EDIT: Went back and did the secret level after the credits, can't believe I missed it the first time around!

It's a pretty decent shooter, fun and juicy, but without much long-lasting appeal or unique mechanics to keep a player's attention, I found. Probably the best part of the game was the juiciness of it all: screenshake, explosions, ragdolls and the like were in ample supply and made the relatively shallow game, which lacked in enemy variety, levels and cool moves, still feel rather exciting and fun to play. However, the juiciness was a double-edged sword, as I found the default level of shake to be nauseating, and the enemy ragdolls were confusing and obfuscated the enemies (I would prefer that the ragdolls be colored more darker to have them differentiate from the enemies, and that they last a shorter time to stop crowding the screen, though I suppose you could argue it adds to the challenge).

The game does try to help a bit with longevity with the inclusion of achievements and hats, but I didn't find those a big enough hook to keep playing (also was a bit disappointed that you couldn't combine hats and expressions, like combining cat ears and uwu, and that the title screen character doesn't update to reflect your hat choice).

I definitely feel like I would like the game more if it had some meat on its bones (some sort of progression, more enemy variety, more weapons, some sort of unique goal or mechanic, etc), but credit where credit is due, I did still feel it was more addicting and fun to play than I thought it would be judging from all my feedback, so you've got some mysterious 'it' factor going on here: just one of those mysterious parts of game design, I suppose!

Peti responds:

Yeeeea those are good points! I heard a lot of players having issue regarding the ragdoll. I didn't have a problem with it myself, but that just shows I'll have to ask people to playtest next time lol. I wanted to, but got shy......

The reason you can't combine outfits is due to potential conflict, but when you give that example perhaps the outfits could have been split into two categories, a face and hat? That thought never crossed my mind

My focus was defo on having the game "feel good", I found myself cutting features I was afraid would break the flow, such as bosses or more enemy types. While I'm glad I achieved my goal, I'll defo be taking ppl's feedback and wishes with me! I've gotten more comfortable after Pixel Day, so Ill try and get more of people's insight next time by playtesting!

Thanks for the review, Futurecop! Your words are always very insightful and im rly happy you got to take a look at this game, and have a bit of fun with it! pray emoji i dunno if ng will display it correctly ill try: šŸ™

Wow, what a blast from the past! Overall I found it quite impressive and smooth to play: I loved the fresh coat of paint over everything that makes it more readable and pretty, and I loved the cool additions like new boss fights, new point-n-click puzzles, charming voice acting, remixes to boss mechanics, and so on!

I do have to say, though, that as much as I like it in general, there were some more questionable design decisions that make it a bit of a lesser game than the original for me.

For one, I found it really odd I couldn't hold down the trigger to keep firing the machine gun like you could in the original: having to tap fire each shot not only is illogical, but it really wears down my old man hands. Tap fire makes sense for the shotgun, sure (which I had no idea how to switch to manually), but for the machine gun, I wish I could hold it down.

While I do like a lot of the additional bosses and changes to some of their mechanics, some of them were worse overall for me. I didn't like how you couldn't skillfully shoot the grenades out of the air anymore like you could before in the first boss fight, I didn't like how the attack telegraphs for the grenade rolling down the stair were behind the player making them difficult to see, I didn't like the awkward spawning for the bear duo boss where sometimes the minion would instantly respawn giving you no time to shoot the main bear at all, and so on and so forth.

But the biggest one for me was the inclusion of the point-n-click adventure parts: don't get me wrong, I like me a point-n-click, but when you combine it with the hard difficulty boss fights and fact that death means starting all over, it can get really monotonous to redo those sections over and over again: the original was just a boss gauntlet so it didn't have this unnecessary busy work. Yes, you get a few lives to ease the pain, but really, I almost feel like the game should just have infinite lives instead of relying on this awkward half-measure.

Also the hint system was really silly and pointless: it gave me a hint on how to beat the shadow boss when I was already way past that, haha!

Again, I have to reiterate that as much as that is a big block of text right there complaining about everything, I still did overall have a ton of fun with this and, no matter how much I died, I never wanted to quit, I wanted to get right back in there to see what craziness happens next! Just, uh, let me rest my carpal tunnel for a sec...

Dungeonation responds:

The shadow hint must be a bug then - what enemy did you die on? :O
EDIT we talked and Iā€™m lookin into it

Pretty cool game! I found that the combination of the interesting one-direction movement concept, along with the way the puzzles kept ramping up the complexity by introducing new machines, obstacles, and general size, really hooked me to keep wanting to play more. While at first I was annoyed and frustrated with some aspects like having a teleporter maze (never been a fav for me) and the controls being a bit slippery and wonky at times, I nevertheless found myself trying hard to work out the puzzles to get to see what would come up next.

That being said, I did get a bit burned out at the end. The combination of the incredibly busy landscape, tiny characters, annoying droning sound effects for the lasers, and the levels being too large did frustrate me. One annoyance in particular I found annoying was that the camera wasn't zoomed out enough for certain levels to let me see what buttons are connected to what elements on the map (and even if it was zoomed out enough, that would unfortunately have the side effect of the tiny graphics and very busy and difficult to parse landscape/graphics becoming even more troublesome). Also, as a unrelated note, I did find the tutorial a bit annoying with the way the screens only showed a few words at a time and if I showed up in the middle, I'd need to wait the whole time for it to get back to the start so I could read it, haha.

Basically, it's a little rough and could use some polishing up, but I think it's got a good foundation in terms of interesting levels and game mechanics.

Quite the nice collaborative experience as usual! I was a bit unlucky in that I was following it at first but then lost track (due to sickness and work) and missed out the later days, including Christmas. So really, all I got to experience was the initial period where there wasn't much to do (though I did like the cool intro experience where you discover the village), and then the after period where I missed all of the potentially cool events! Sigh...well...maybe next year, haha!

Anyway, if I was to have some feedback, it would be:

*When opening presents, I found the text at the bottom (title, artist, link to page) to be both a) very difficult to read due to it being gray on gray (either outline the text or make the difference between text color and background color bigger to make the text pop) and b) not obvious that it's a clickable link due to the pointer not changing to a hand and the text not highlighting when hovered over. These mistakes just made it look a bit unprofessional, especially considering its the main selling point and surprising it was overlooked.

*I kept thinking I could click on things to interact with them and move around due to the presence of a mouse-pointer on screen, but I found you could only move with the keyboard and interact with space bar. Why even have a mouse pointer then? Though I swear when I started, I thought I could move and interact with the mouse, so what the heck is going on??? (Now the mouse is working again? Dunno why it stopped working for awhile...though even with it working, it can be difficult to figure out where to actually click on things to interact with them)

*For such a potentially social game where you get to walk around with other people opening presents and hanging out at cafes and such, I found the game to be incredibly anti-social: from what I could tell, the only method of communication was a heart emote and that was it, no other emotes, no chat, no coop mini-games or activities, nothing! I could understand not wanting to have a public chat that just gets spammed with racial epithets or what-not, but it still felt odd that, for the most part, you couldn't really communicate or play with each other. (Though of course, I got in late and never got to experience the theatre, so maybe there was something there and maybe the cafe as well)

*Are the cafe graphics glitched or something? All of the images for the drinks and food are exactly the same (it's kind of understandable for drinks, but all the food is just the same image of a plate of mish-mash). Perhaps it's an intentional joke and I'm not getting it, but it just seems odd.

*There were periods where I visited where there were tons of clone avatars lined up in odd formations, like a wall of Pico clones and what-not. Wasn't sure if it was intentional or not, like whether it was just a funny joke set up by the developers or people hacked the game or something: just made me confused on whether to laugh or be worried, if that makes sense.

Anyway, Merry Tankmas all!

SantaDrella responds:

Rest assured about the clones. It's festive tradition that we've been doing since the release of this game! Everyone can do that by opening more tabs so it's pretty much not hacked lol

Quite the funny experience, and an interesting take on alternate history! Certainly quite interesting to see Pico's School in 3D, but unfortunately it also made it feel even disappointing that certain things weren't brought back in 3D as well, such as the cool boss fights or exploration or just other easter eggs/references in general (I know its not the main focus, but still). Also where's my first person raising hand action in the intro: I really wanted that!

Moving aside from that and focusing on the Peter the Ant action: it was simple, but I enjoyed my time trying to crush the ants, and loved how you could hit the corpses (both the ants and other corpses) even after death to have them splat blood: that's some classic, old-school gibbing action I like to see. Though having said that, I did find it a bit disappointing that hitting the corpses, or indeed hitting the ant initially, didn't have a satisfying splat sound: instead it just plays the same bonk sound effect which wasn't as satisfying.

All in all, it was good for a few laughs. But for the love of god, please explain to me how you can code a trigger to fire an event that gives you an achievement saying you've killed Peter the Ant and beaten the game, but you can't use that same trigger to display a victory message in game! Not realizing I had already beaten the game, I got so lost that I ended up smashing all of the shit with a hammer to try and progress. That shit is on your hands, plufmot, your hands!

Happy Peter the Ant day!

plufmot responds:

I got lazy ahaha whoops. Happy Peter The Ant Day!

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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