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FutureCopLGF

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Argh, this was a rough one for me! In theory, I really like the whole concept behind this game: starts off strong with a good title screen, the game's very charming and stylish all-around, and I love the whole chaotic energy of racing around a restaurant smashing everything while keeping your combo up, all while hunting and collecting all these little secrets and achievements. Gives me a vibe of like Katamari crossed with the old Tony Hawk games.

But man, the execution ended up really grinding my gears. It's just so difficult to control the slippery little bastard! I know it's probably intentional that you can't stop because you want to give the game a sense of chaos, but man, at least let us hold back to maybe slow down a bit at the very least! The game seriously made me physicially ill with the way I just couldn't stop ping-ponging off the walls all while the camera kept whipping around in a frenzy to keep up. I was just begging for the ride to stop the whole time I was playing: begging for the slightest bit of control! I feel like I got pretty good at getting used to the controls in the end, but I felt like that was only begrudgingly and not a satisfying victory, haha. So yeah, unfortunately a bit of a mixed bag.

Super cool game! Very solid and impressive in all aspects, making it very addictive and satisfying to play. It really surprised me: I didn't think much of the puzzles at first, but they just kept building on up and up with all sorts of neat aspects and new mechanics, and I liked how intuitive it was to learn due to the nice visuals on aspects, like the battery having a gauge, being able to see the pulses of electricity run through the wires, etc. I did find the tutorial aspect a little annoying: the chalkboards were super tiny and I don't know why you don't just show the control inputs on the chalkboards, instead of forcing the player to have to stand still and wait for the controls to appear (feel like the controls showing up after idle should be a last ditch effort, not the only way to see the controls in the first place). Great work on this: got a heck of a team here!

Challenging game! This game was definitely quite a doozy with its hard difficulty and trickiness getting consistent physics for the egg, but I wouldn't say it was so hard as to be frustrating as I couldn't help but get addicted to this (though I certainly wouldn't mind the game being a wee bit slower or having more control over aiming, haha). This game got its hooks in me deep due to its ceaseless escalation and introduction of new and interesting mechanics, all arranged in some great and unique levels. Game also has plenty of charm with its goofy concept, visuals, and nice touches like seeing all the egg splats stack up over time. Cheers for this!

15:47
481 eggs broke
damn that last level was a doozy haha

Haha, I do love these types of games where you explore the land and figure out this way to trade one item for another in a crazy chain to get to your goal, and this game delivered that well! A solid adventure with good presentation and an amusing world to explore, filled with tons of interactables with funny flavor text. Speaking of the flavor text, I was definitely impressed at the level of effort on display: not only was there a lot of interactables, they surprisingly had a second line of dialogue if you talk to them again, and there were all sorts of responses for giving them items. For example, I couldn't believe the game actually recognized the logic of my attempting to trade soda to the kid for their sugar since soda is practically sugar! Stellar stuff, this.

Seems like a decent concept that was pretty fun, but a little clunky and confusing with its execution to me. I definitely did like getting past all of the various traps and obstacles and then running back through a more challenging version of them: pretty cool stuff. There was some minor jank here and there with hitbox confusion and such, but for the most part it was fun.

The weirdness came to me with the toolboxes and bridge implementation. On one hand, I feel like I understand the idea is that you can strategically choose what bridges you want to build in order to skip some challenging parts of the level. However, for the most part you are given so many toolboxes so easily that it becomes not a choice, but a foregone conclusion that you can just skip huge parts of the game. I'd prefer if the toolboxes were either scraped altogether so as to make people experience the whole game, or to be either severely limited so you need to make a strategic choice of what bridge to build and what bridge to neglect, letting you only skip one part of the level over another. Additionally, you could make it so that the only way to get toolboxes is from challenging branches of the level: then you'd need to decide if it's worth the risk to go through an optional challenge for a toolbox to make your escape easier, or if you just need to get better at the required parts of the level and not skip them. Just feels like the concept wasn't fully thought out and executed in a positive way, at least to me personally.

Steventus responds:

Hey thanks for your detailed review on the gameplay. I've had hunches on the loose ends on the gameplay but I could never pinpoint on exactly what so thank you for verifying them for me.

The strategic choice of toolbox/bridges mechanic was something I wanted to explore but I wasn't able to explore with my limited level design skills. It is a critical skill that I should focus on more if I were to do more big-picture strategic kind of games.

Appreciate your thoughts alot!

Pretty good game! Certainly very impressive from a visual standpoint: the title screen, cinematics, feedback from shooting, all the characters, the HUD and so on and so forth just ooze charm and really create this wonderfully goofy world.

Gameplay was a bit of a mixed bag: on one hand, there were a lot of interesting enemies to fight and the escalation of difficulty definitely hooked me, and there were some cool techniques you could pull off like shooting down during a jump to hover. But on the other hand, it did feel like it was a toss-up on whether the fight was going to be fun or not for each room: some of the rooms actually allowed for a lot of fun verticality with platforms and such, and the enemies were arranged in an interesting formation, but most of the time the rooms were very boring, flat, and cramped rooms with enemies just bunched together in a messy mass: no strategy, just shoot and pray they go down. There was also some confusion with corpses: I actually thought the enemies were jumping at me some times, not realizing that they were already dead and it was just their corpse falling about randomly (maybe consider greying out corpses or having them always fly backwards from the shot).

All in all, its shortcomings to me were quite understandable given that it is a game jam game, and I still did have a lot of fun playing this stylish game!

Stepford responds:

Thanks, FutureCop!

I definitely agree with your feedback and I appreciate you taking the time out of your day to review all these games!

POSTBOY responds:

Genuinely good review thank you

Pretty cool run n' gun game! It's a bit short unfortunately, but I, for the most part, enjoyed blasting my way through it. Graphically, I felt like the game was really solid, polished and cool looking, loved the feeling of feedback from shooting, I thought some of the arena encounters were pretty cool due to the good variety of enemies, and I always appreciate a cool boss fight, so cheers for that!

I definitely did have some small frustrations with the game however. I felt like the camera was way too zoomed in (or perhaps you could argue that the sprites are too large) that it just felt so claustrophobic and suffered from the old Sonic problem where you just can't see far enough ahead to see danger coming (I appreciate that you put the flashy warning signs up, but I feel like the fact that you needed to put this in should've been a clue that maybe the root of the problem could've been solved by zooming the camera out instead). Everything being so tightly packed makes me feel like this game should've been a beat em up instead of a shoot em up, as it's so close-range! I also didn't like the way the camera instantly flipped around when the character turns: there would be times I wanted to back up a bit from enemies on the right so I'd go left, but in doing so the camera would instantly whip around and I'd lose sight of the enemies (and feel a little sick). Also I feel like it barely fits the game jam theme: feels like you just wanted to make a shooter and then made the slighest inclusion of an egg to justify it, but hey, I love shooters so I'll let that slide, haha!

Nice and chill little game! It's a rather simple and basic one with most of the puzzles being easy to figure out, but I liked moving my jiggly body around and solving the various puzzles that came up with all the berry powers, and I felt like it did pretty good at introducing new novel bits as it went on, like having to bounce berry shots off of an angle to make a ricochet shot. It's a little bit lacking in some respects: I didn't like the bland way you just disappear and have some text pop-up when you die, for example, but I suppose it's understandable for a game jam. In the end, you just gotta love the fat lil' chicken and fat lil' fox wigglin' around, haha!

Komix responds:

lol yeah I just yesterday realized that we release the game without a death sound.
Hope you stay tuned for the steam version, that will have much more polish. And later levels of the game will surely add more challenge.

Well, it's definitely unfinished like you say, so I'm not sure what I can say about it that isn't obvious and already acknowledged on your end. It certainly looks like it has potential I suppose, particularly with the combat and its various special timed attacks and graphical presentation (though obviously lacking in SFX and VFX, and lacking in feedback on how much damage you're doing and taking). One thing that did drive me nuts was figuring out the controls: I have no idea why you assigned two different buttons, one for selecting a command (enter) and then another for doing the timed action for the selected attack (spacebar), when the most common solution would be to use the same button for both. Anyway, looking forward to seeing what this grows up to be eventually.

Well damn, quite the impressive game! Don't really have any feedback I can say: felt like it was really polished and professionally done in all aspects, and I enjoyed my time playing it. If I did have a complaint at all, it would probably be that the game isn't necessarily anything unique or ground-breaking, just being a simple platformer with mechanics we've seen before (kind of a cross between Kirby and Yoshi's Island), but I still found the game very fun nonetheless, so who cares! Well done on this!

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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