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FutureCopLGF

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Pretty groovy game! Starts out a bit slow, but I loved, despite its simple controls, how challenging and trance-like it could get when you're dealing with all sorts of enemies coming at you. The art is cool and it feels quite slick to beat the crap out of everyone, and I definitely appreciated the sheer amount of enemy variety that kept increasing as the waves went on.

The only downside I would say at the moment is that the game felt a bit dry: don't get me wrong, it does have a kind of cool neon aesthetic to it all, and it's very addicting to beat up everyone, but I would love if there were more juicy and cool visual/sound effects to the combat to really make building up a combo feel satisfying. It just felt like the game was rather muted in terms of feedback: there was no feeling of rising pitch as you get closer to frenzy, no significant change to your attack effects while in frenzy, and no cool feedback when hitting a rocket or projectile back at enemies, among other things. The game was also a little clunky in terms of controls: trying to punch after missing would eat my inputs a lot even when I thought I waited long enough to recover, and target prioritization would mess up at times like when I try to hit a rocket and a person overlapping (and it doesn't go for the rocket). Also, and this is a bit of a personal one, but I didn't like the inclusion of these weird superfluous micro-transactiony details like powerups and some sort of weird daily reward spinwheel: I don't feel like those are necessary at all and just detract from the experience and balance.

Overall I still think the game is quite fun and addicting, but just feel like it could use a bit more, pardon the pun, "punch" to really sell it and make it feel even more enthralling.

I already really liked the first edition of GuraQuest, and this just builds on it with even more content including all-new obstacles like the water zone and mechanics like the pizza slice, so just like before, I had a blast! I especially like that it is a really solid precision platformer that doesn't rely on its hololive affiliation to carry itself, as the core gameplay is solid, varied, challenging and above all else, fun!

Well, it's a goofy little gag game, so I can't say much about it. I did find it a bit confusing in some aspects: I thought I needed to wait till the animation of peeing was done before I can click again, but it looks like it counts every mouse click you do no matter what despite it not giving you immediate feedback that is the case. Also, I expected to be able to click on the toilet itself to flush, but instead you need to click on the text prompt. Got a few chuckles out of it due to the interesting trophy hunting.

Pretty neat game! In general, I like how it feels for the most part: shooting was fun and satisfying with the knockback and other feedback, movement felt smooth and I liked the variation in enemies and interesting bosses. There were some confusing aspects like how it never tells you that you can reload with R, shooting wooden creates have them explode with satisfying gibs while enemies and spike blocks just lazily disappear, and I had no idea those weird loot chests were chests in the first place. But overall, nothing too major to gripe about in regards to the core gameplay feel: felt good to blast through everything.

Where the game kind of fell down for me was the design. It didn't take too long for the levels to feel quite repetitive: I thought they were actually randomly generated at first until I replayed to notice they were hand-crafted. While I did say I liked the enemy variety, it started to feel a bit superficial since every enemy could be easily stun-knockback-locked by gunfire, even when they look like they shouldn't (such as the rhinos). Among other things, this led to the levels feeling much the same, with the only major difference between worlds being the background art superficially changing. It didn't help either that it felt like I could never get any neat weapons or power-ups to spice things up, since they either a) rarely dropped, b) barely had any notable effect or c) were too expensive to get from the small amount of money you can acquire (and the fact that you can feel forced to spend the money on health since you only have one life, trading possible fun for boring survival). And while we're on that, not to mimic AVGN, but seriously, "one life? no continues? what were they thinking!?"

I still think the game overall has some promise and is on the right track, but it just felt a little lacking: not a great game, but a good game. Feels like a case of a game that has been stretched too thin compared to what its content can deliver in order to artificially extend game length.

It's ok as a prototype for a simple Simon Says/Bop It game, but unfortunately I found it very lacking. The gameplay mechanics are technically there, sure, and there is some fun to be had in looking at the goofy visuals you've setup for the successful attacks. But as it is now, this game is just too dry and gets old really fast. C'mon, this is Newgrounds, home of beating up people games, and if you're gonna have someone get beaten up, you've got to give it more satisfying feedback: where are the explosions of blood and teeth for every punch that splatter in all sorts of directions, where is the piled-up damage as their face warps from bruises and black eyes and the wall behind them gets painted red, where are the variations in sound, reactions and attacks? Not only that, but where is the personality: we don't even get a reason to hate this Howie Mandel looking guy through a brief intro or some quips/sass while beating him up, and we don't even get a chance to maybe dress him up to match someone we do hate. Beating up Zeus in God of War felt great since there was a lot of build-up and juice to it: this doesn't have any of that for me. Maybe I'm thinking about it too hard, but I just felt like this game could be so much more: for me, you gotta juice it or lose it (a good video about game feel to watch sometime).

WeirdRikert responds:

Thanks for the pointers. This was mostly an experiment with getting an RPGmaker game to work in browser. But, I definitely want to take all the feedback and update the game :)

Another solid puzzler as usual! Ticked all the boxes for me: neat concept that is enhanced by the introduction of new mechanics and obstacles at a good pace, steady increase in difficulty with some neat stand-out moments, intuitive design through visuals and sound: well done designing this! You've heard it all before, but what I can say, you do some consistent work.

A nice little puzzler! Felt like it did everything that a great puzzler should do for the most part: had some interesting mechanics as a concept to work off of, with levels that slowly increase in difficulty and complexity, all while having some interesting eureka or gotcha moments. Man, when it started introducing those spin tiles and such the game really made me pause to think, haha. Only negatives I could think of is that it felt a bit annoying that you can't move with arrows or WASD as a possible option from clicking on every tile you want to to move to, and I did feel like the need for a tile that you stand on to build was a little vestigial or unnecessary: not bad or anything, but I just felt like it would work fine if you could just build no matter what tile you're standing on. Solid work overall!

A little bit of a strange game to grasp, but in the end it was a fun, goofy little adventure with some hidden depth to it! On first glance, while it was fun to go around and talk to all the various weirdos occupying the station, laughing at their dialogue, it did feel a bit pointless as it all boiled down to just grabbing the erdium and skedaddling to face-off against the checkpoint guard. But lo and behold, it turns out there are actually a lot of interesting endings you can acquire by typing in responses you learn from clues all around the station. Felt quite clever figuring that out, but I do wonder how many people stick with it enough to notice all of them since it can be a bit unclear (though I suppose that is the appeal). Anyway, this game was a pleasant surprise! By the way, as a side note, many kudos for implementing text skip if you hit a button during dialogue: always like it when a game includes that little touch!

An awesome action-packed game! The game starts and ends just the way I like it: an explosive start straight into some gameplay with intuitive, easy-to-pick up mechanics that increase in intensity, all building up to an explosive finish with an epic boss fight! There were some slight nuisances in the game: for example, the final boss was a little trial-and-error-y that might've benefited from some more checkpoints, but on the other hand I did feel like it was well-designed enough that it could totally be beaten on first attempt by a focused player. Was really impressed that this was a game jam game as it had so many impressive set-pieces, cool level designs, and great game feel with stuff like the checkpoints. While I would've loved to see more, I loved my short and sweet time with this nonetheless!

Hmm, definitely a decent concept, but felt very underwhelming to me unfortunately. I like these single-button games as they can show a lot of creativity in trying to make a very complex game out of a very simple control scheme: it's definitely a noble goal as a lot of games should try to minimize control complexity whenever possible. And in some ways, I felt like the whole shooting/aiming mechanic being on a single button was interesting.

But for me, the game ultimately felt really annoying and clunky to me: instead of feeling genuinely challenging, it felt more like I was fighting against the game's own controls and only getting through obstacles by sheer trial-and-error. Jumping was inconsistent since it didn't look like there was any buffering or coyote time, the time-slow-down mechanic of shooting was annoying as it also inexplicably slowed down your forward momentum as well instead of keeping it consistent, the arrows seemed to awkwardly inherit character movement at times making them go off-target, and so on.

It's definitely not all bad or anything: I do think the concept is nice and the level design shows some nice creativity which made me want to keep trying, but it didn't last long for me. All in all, though, this is what game jams are all about: prototypes some concepts quickly to see how they end up, and I think this was a good experiment!

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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