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FutureCopLGF

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Decent puzzler! The worst thing I can say about it is that it is a very slow starter: the beginning felt incredibly bland and way too easy: just felt like it took way too long to introduce any semblance of challenge or interesting mechanics. Once the game gets going with the spells and I got into the later levels, however, I started to really enjoy the puzzles, and it did kind of work out in the end because the puzzles did work off of the little aspects and strategies it subtly taught in the boring beginning so...I guess it worked out for me (but I still definitely feel like the game could be helped by upping the pace a bit). The only other complaint I could see is that I didn't feel like there was any strong theming or visual aesthetic to the game to make it unique and stand out, but it still kinda had that classic Kultisti style, so again, I guess it works out somewhat.

Not too shabby, but gave me a bit of a mixed impression. Overall I think it was well put-together: presentation is very crisp, controls felt fluid, combat was decent, and so on. But in the end, I also had a lot of issues with those. For example, while the presentation was good, there were some weird issues like text being damaged by scaling issues, and the size of the weapons led to confusion on how they hitboxes worked (melee weapons actual reach was much shorter than their visual size, but on the opposite end, guns actually can hurt someone in front of you even if your barrel is past them). The controls were fluid for the most part, but I felt like picking up was really awkward (I would much prefer that right-click pick up what is below you instead of making you have to point at it with your crosshair), and I totally forgot about blocking for a long time since it felt so unimportant/against what the game stands for. Combat was decent, but it felt very basic and didn't really evolve anywhere: the bosses were cool, but the basic arena fights against mooks were just the same all the way through, with melees being very dumb and easy and gun guys being incredibly annoying since they just insta-shoot you the second they're barely on screen and they can still shoot you even with an empty gun!

I feel like I am perhaps being a little unfair: the game built up my expectations so high with the initial impression that I felt a bit let down, and that is a little bit on me. But still, I do feel that while the game is pretty solid, I felt it could be much, much more, especially if it had more novelty and variety to the combat.

Stepford responds:

I definitely agree with your feedback! We wanted to have more enemy types and we also had an entirely different melee system in the works, but we just didn't have enough time.

Thanks for playing, though! <3

Not too shabby as a Pico's School clone: got some interesting point-and-click adventure aspects along with some neat combat scenarios, but at the moment it's definitely a bit rough around the edges.

In terms of feedback, here's what I could see:
1) Would love if there was some more interactions in the world beyond just clicking directions and inventory items. For example, it'd be great to click on BF or Tankman and get some dialogue from them, or get some hints by clicking on their locks to see what item you might need, and just flavor text in general would be nice.
2) I feel like the buttons and interactables in the world should glow/highlight when you hover over them.
3) Weird game layout where you go east and then the directions are reversed on the next screen?
4) HUD, text, and other elements aren't consistent and it's confusing. For example, you've got a sectioned health bar normally, but suddenly in the boss fight you've got a different health bar in a different place on the screen. Buttons and text change from scene to scene for some reason instead of staying the same, leading to a slightly hacky unprofessional look.
4) Boss fight and hide/ambush felt a little bit too simple and awkward at the moment: you barely have any time to read how the hide/ambush system works and the boss fight is a simple mashing race against time. Basically, not much strategy to them.
5) Transitions can be a bit wonky: people who you've killed show up for a second while you're transitioning only for them to go away once it's complete.
6) Felt it makes more sense to click on the object that needs the item instead of the item themselves (or maybe you should be able to click on either one, or maybe drag the item to the object it needs to be used on?)
7) Picking up items was so sudden and I had no idea what I got and where it was needed.
8) Boss fight dialogue is difficult to read: could maybe stand to use a text box around it or something else to increase readability.

Looking forward to seeing the full version of this game!

TrickWithATwist responds:

Thank you so much for your feedback. We will make sure to use it as a reference as we develop the final product :))

Pretty neat game that I feel has a decent core to build on for the future. It seems to be going for that classic dating-sim stat-grinding gameplay and I felt like it achieves that well with a lot of variety in activities and an interesting story/quest line. I definitely feel the art is great in particular with a lot of goofy, stylish locations with funny easter-eggs and references.

It's got ups-and-downs: for example, while the art and interactivity for the locations in the world is pretty cool, each having their own unique background art with elements you can mouse-over to see what they do, I can't say the same for the overall world map (which takes place in a white void) and the rumble battles/singing minigames (which are quite drab and lackluster with no special effects). Game also has a bad habit of relying too much on text when it could use visuals instead: the shop/equip menus and tutorial screens could benefit from a lot more icons and illustrations instead of bland text. Basically, I'm looking forward to seeing this more fleshed-out with a bit more polish in the future.

toffeescoffees responds:

yeah no doubt! we plan on working on this more in the future and all that youre saying is totally right! the only reason why some parts seem very undetailed and lack-luster is that i was the one making most of the art for the game and i only worked on it from april 10th to may 1st so i had to cut some corners. the full game will hopefully fill in those gaps and such ^_^ thank you for the detailed comment and everything!! it really helps me out, especially in the art department :)

GabeMalk responds:

Thanks! See you in Pico Day 2022 :P

I do like me a good grapple game, and this game did try to provide it, but unfortunately I found it to be way too rough to enjoy in its current state. I didn't like how the grapple was just a zipline instead of a actual swinging/momentum device, and I found it very difficult to control. The character would constantly bump into things, even if they were barely in the way, and come to a dead stop mid-grapple. I couldn't tell when I was able to reshoot my grapple at first either. Camera system was really odd as well: found it very annoying how it moved around and cut-off parts of the screen while I moved the mouse (why not just keep it in-place since it already shows the whole level?) And so on and so on: all-around the game just felt very clunky. At the very least, the levels did show some decent variety and gem-collecting was challenging (though maybe not since its so forgiving with not having to collect them in a screen all in one-go).

Made a very good initial impression on me, but really lost me in the end, unfortunately.

I liked all the world-building at the start: walking around the gallery, seeing the missing people posters, and so on (gave me a real Ib vibe). The little cutscene animations that played throughout were great as well. Traveling into the spooky realm, I enjoyed how creepy the game made it, with lots of subtle spooks like things or sounds popping up just off-screen or as you walk past them.

But then, it didn't take too long for me to get pancaked by a piano and say "oh, this is one of THOSE games" and lose interest immediately. "Those games" being horror games that ruin any chance of horror by killing you over-and-over without any hint or telegraph to avoid it: my initial immersion into the horror atmosphere was ruined as the game turned into a tedious sequence of trial-and-error, trial-and-error, trial-and-error. I'd be fine if there was significant and consistent logic and reason to all the deaths, but so many were just silly with no way to reasonably see them coming. To me, horror games are at their best when there is the threat of death, but it doesn't force you to suffer its consequences too much, for if it does so, it reminds you too much of the fact that you're playing a game and nothing can hurt you. And that's what happened with me: sure I got jumpscared a bit still, here and there, but I was no longer immersed and no longer enjoying it.

Having said all that, it might just not be my kind of jam: lots of people do seem to like these kill-happy trial-and-error type of games, and I doubt my feedback can make you change the game since it's such a core element to it, so in the end, best of luck in its future development.

Interesting story! Not really my jam since I don't follow the whole shebang, but I thought it did a good job at keeping the pace up and starting off with a bang. It also had some clever aspects, like how the game gives you a bit of a loredump though Dregg's storytime distraction to the bombers. I still find some of the humor a bit hit-and-miss: I liked Dregg and the Old Man thinking they fooled the other over the horse, but I didn't like the drugged-out horse itself, nor the way every character needs to add wacky jokes to their dialogue all the time. Also, maybe it's just me, but the kid Dregg's eyes were really goofy and odd looking: felt like it was a real half-ass-job where you just scaled the eyes down and didn't position them properly afterwards.

Solid and fun puzzler! Love the concept of the game and felt it delivered on it with a lot of level layouts that really wracked my brain! Not only that, but it has an addictive pace to it, what with introducing new or enhanced mechanics and obstacles each level. The graphics are no slouch either with some great animations and good mouse-feel with the way buttons and such react to roll-over and presses. Again, this is all that and a bag of chips!

Hearts in the right place for displaying all these great pieces of art, but I just felt like this wasn't much of a game and was wasted potential. At the end of the day, it's just a very simple gallery (especially when you give the option to forgo the clicking aspect) that, unlike other clicker games, doesn't really evolve in any significant way as you play, and I don't feel uses the clicker genre or any other aspect of gaming to make viewing the gallery enticing so as to make the player spread the love to the artists. Maybe I'm missing something or just expecting too much from previous titles? I dunno, maybe I'm just being a party-pooper. Anyway, like I say, it was a nice collaborative attempt nonetheless.

Cool physics-based platformer! A little bit frustrating at times (movement can be difficult and I hate the ricochet platforms) and a little bit confusing as well (wasn't clear what the purpose of the flip was at first) but I had fun trying to get better and better at controlling my character and making it through the increasing challenges. I do wish the game would lock the cursor as I kept getting my clicks eaten when I'd leave the screen slightly.

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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