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FutureCopLGF

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Pretty cool game: deceptively simple with a little twist at the end! The story twist certainly elevates what would be a fairly basic game without much to it into something interesting, but just like how I think the game didn't have enough content to it, I don't think the twist had enough on it either. I actually think the torch throwing mechanic could be pretty cool at making some great dungeon crawling experiences, but you only ever really get to play with it for a very short time and nothing uses it very creatively: really most of the challenges can actually be solved by jumping with the torch and restarting when you die instead of throwing the torch. The best challenges are hidden behind the twist, like the spike fall, but even those aren't that hard or fun. It was kinda fun to figure out the trick behind the game, and there was some funny dialogue and such, but in the end I felt a bit empty: the game barely put up any resistance once you found the twist and it was over so short, surely the game didn't want you to escape so it should've been longer and harder to make it a fight. Just felt like there could be more, so take that as a compliment that you hooked me! I'm assuming it was a game jam game so apologies if I come off overly harsh: again, hopefully the fact that I said so much shows that you got something special that could be bigger and better. Also, I gotta give you credit for the courage to hide a significant part of your game behind a trick that many most likely won't find: takes guts to do that, and I do appreciate it!

OneThatEatYou responds:

It's late but thanks for the detailed review!

I did notice the fact that all platforms needs to be reached using the highest jump a little too late, so I did not change it. I will attempt to remove this linear-ness in my future games.

I can see that it also lacks variation because it was made during a 72 hour game jam.

The medal encouraged many players to try and find the hidden route and gives them an additional sense of accomplishment that I couldn't provide.

Thanks again for playing it and making a video of it, I really appreciate it.

Nice little choose-your-own-adventure game with a neat comic book presentation to it! After the initial confusion of figuring out how the heck to make decisions (which could be explained a lot better in the game) I had fun going through and seeing the different outcomes. There were a few graphical issues at times, like typos (bowl instead of bowel) and fonts being way too tiny in some bubbles, etc, but nothing major: it was all pretty professional stuff. Some of the decisions were a bit annoying at times: I'm not a doctor so I have no idea what compazine, zofran, dre, and so on are, and no hints are provided, so when I'm yelled at for doing it it feels a bit cheap. Some decisions also were a bit vague when they're boiled down to one word: for example, choosing to "Lie" at the end could be interpreted many ways, and the way the game determined it was way different than I meant. However, at the end of the day, the game is fairly short and sweet, and that meant restarts were quick, so the problems I faced weren't much of an issue and it was fun to see the various bad ends which, after all, are the best part of choose-your-own-adventures, haha!

Also I totally knew she was pregnant the whole time: I've watched enough House M.D. to know these things!

amidos2006 responds:

Thanks for the feedback :) sorry about being a medical game, that won't be the case in our next big game "Law Blow" (https://cheesyholes.itch.io/law-blow)

Cool game! Game definitely starts very well out of the gate (apart from the unorthodox controls), with a professional design and great visuals and sound. There are so many bits of polish and special effects in this game that are very impressive: the shell casings popping out, the explosions with shrapnel and fire going everywhere, the death animations, and so on and so forth. So kudos on that part! Unfortunately, the rest of the game can be a bit hit-or-miss. In general, while it was fun going forward and blasting things, I wasn't sure what exactly I was actually working towards. It didn't help that the pacing kept being killed by the weird mechanic of guns limiting your mobility, requiring that you ditch all the time to make jumps. It's certainly interesting to require the player to think of guns in this new way, where you can't carry them through platforming challenges, but it feels so weird when so much of the game is built around creating explosive chaos. Something like this makes me think of the game being more of a survival game where ammo is limited, or a controversial design like Breath of the Wild with it's weapon durability which, was an interesting idea, just doesn't go well with a lot of players despite the good intentions. Needing to start the levels over and death was a bit frustrating as well, since the camera is so zoomed out and things that kill you are so tiny and can sneak up on you, especially fire, my god, getting killed by fire was so frustrating since it can be so volatile and haphazard. Basically, I think the game can be a really cool run-and-gunner, and the game has so much going for it in that respect, but it has all these annoyances (heavy guns, fire, cheap deaths, etc) killing the pace at times. Still pretty solid though.

Pretty neat puzzler! I like the more action-orientated puzzles as a change from the usual puzzles, and I felt like the levels were solidly put-together with nice variations and pacing in introducing mechanics. The only oddity for me, and maybe it's just a problem with my brain, is that I felt I could never quite tell what direction the ball was going to rotate when it switched surfaces after a jump. I got better at it as I went on, but I think it was more that, as a game dev, I was able to figure out how you were designing the puzzle and went along with what seemed like the ideal route, instead of actually figuring it out as a player. So I would make jumps that I wouldn't know how I'd end up, but I would because I'd put it in the context of 'well, this level must be beatable and this must be the way because I trust it to be designed like this'. Does that make any sense? Maybe it doesn't, haha. Anyway, solid game.

Cute little game! Fun wandering around collecting all of the various things and seeing the different zones, and the graphics and aesthetic are quite cute. It didn't take too long for me to get kinda lost and a bit frustrated with what to do, though, haha. I kinda wish there were a bit more instructions on how to proceed: it'd be nice if when you went next to a person, they'd tell you what they need, if anything. I think I'm supposed to give them a color key corresponding to their outline? I'm just guessing though as I didn't figure it out. I liked the cool grass rustling effect: I wish there were more cool effects like that in the other zones to liven things up as they can be a bit dull at times with repeated tiles with a lack of distinct landmarks to help you navigate and memorize the layout. There's a bit of an oddity with ladder control: if you jump at a ladder by holding up, you need to press up again mid-jump to actually latch on, when I feel it should just latch you on if you're holding on to the key. Not too shabby of a game: mainly I think it just needs a bit more instruction, and a bit more graphics polish and variation, not just to make it look prettier, but to help players navigate by introducing more iconic places they can use as landmarks.

Cool puzzler! Very well put-together with nice graphics and a cute aesthetic, and the levels are designed very well to naturally introduce critical puzzle mechanics bit-by-bit. I like it, but I feel it is lacking a bit of pizazz, polish or excitement to make it really great. The music is a bit too minimalist and one-note, and there aren't many sounds, which when coupled with the lack of any special effects (like maybe a celebration for beating a level or getting par) as well as lack of level graphics variations as you progress makes it a bit dull in the long run. Not too shabby though!

Very interesting, but also very frustrating! Feels like it is so close to being something great if it just had some more time in the oven. The whole story of two people working against each other but loving the other while doing so through text messages made for a cool story that I wanted to get through, and I liked the interesting multiple choices and endings. The gameplay, though, was overly hard with spongy, annoying enemies that knock you all over and deaths making you restart the whole level, killing the pace and charm as it just makes you listen to the dialogue over and over, cheapening it. The separate grades for combat and dating are interesting, but I would rather the combat and the dating be tied together better: they kinda as are sometimes knockback can push you too far forward, missing a text, but it's a bit weak. For example, instead of making a death make you restart the level, maybe a death revives you close to where you are, but the time it takes to revive means you waited too long to respond, making it awkward, or maybe it makes you send an involuntary angry message saying you're busy (trying not to get killed again). Basically, I think either the combat should either be easy so the focus is on the story (which kinda works because I think we assume these two are experts in their fields), or the combat should be kept hard but it has an impact on the dating instead of just forcing you to reset and kill the pacing.

EDIT: Being a bit more spammy helped with my subsequent runs, so even though I had difficulty with my first run, maybe others didn't have as much trouble if they were spammy to begin with. Other endings were interesting: cool use of 'not answering' in some of the last parts being a good potential answer. Wish the endings had a bit more fanfare to them with an epilogue or something, especially for the best ending, though seeing at least a little ending screen for each would be great!

adriendittrick responds:

Thanks a lot for the thoughtful review :)

Not too shabby! A decent game which definitely has a lot of nice polish to its presentation: love the way the title screen seamlessly transitions into the game and how intuitively the controls are introduced. Gameplay is solid too: I like the strategy involved in the assortment of light, medium, and heavy items you need to juggle. Only downsides I would say is that a lot of people probably can't stand baby sounds/death, and the game has limited lasting appeal as the difficulty peaks quite fast without options/skill to get farther/better, and there aren't any additional modes like protecting multiple babies or whatever. Still, it's short and sweet! Well, as sweet as watching a baby die can be...

Miltage responds:

Solid feedback, thanks a lot!

Very surprising! A bit weird to manage at times what with rocks taking so long to break (really wish more debris would come off as you're breaking them to let you know you're making progress), the bbys being a bit glitchy to move around and items being so random, but it made for some interesting escort-style gameplay! The star of the show is definitely the story: really caught me off-guard as usually a game like this would just be a simple score attack, but the narrative really added a crazy element to it that made me play through it all just to see the insanity. Well done!

Was a bit glitchy and confusing for me, but it seems to be a decent core to work from for making a stealth game as most of the mechanics worked fairly well. Some of the mechanics were a bit confusing:

*Tutorial was pretty lacking: not apparent at all that walking into someone would kill them. Buttons were all over the place as well: why is it two different buttons to enter and leave a grate instead of the same button?

*Some doors seemed like they could only be opened by guards, so you need to follow them in. Cool, but this wasn't immediately apparent, and you can get yourself stuck in an unwinnable situation if you kill all the guards without realizing it. It'd be helpful if guards kept respawning so you don't get stuck, or if the game tells you you're stuck and resets.

*If you walk into a view cone it freezes you as it slowly fills up with red, but the view cone is already so short I don't know why the red part even exists (though I suppose it provides a bit of forgiveness, which is nice, but the view cones are already incredibly tiny).

*The sound circles worked very oddly for me. They weren't stopped by walls (this is ok, but maybe this could be changed), and they deployed way after the guard died or the whistle blew instead of immediately, creating a weird disconnect. Also, sometimes the circle could grow slowly, and other times it would just pop-up: weird graphical glitch.

*Sound is kinda lacking at the moment: gets annoying to constantly hear the negative errnt sound of guards seeing blood or odor or whatever.

*Unlocking abilities with exp I feel is something that shouldn't be in as it makes the design very weird, but if you do keep it in, it'd be helpful to see how much something costs before spending exp.

Looking forward to seeing where it goes from here!

bluemath responds:

Thanks @FuturecopLGF . Your detailed feedback is very helpful. Some of the issues you mentioned are on my bugfix list already. Stay tuned for future improvements.

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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