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FutureCopLGF

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I didn't have another person to play this with (boo-hoo) so unfortunately I wasn't able to experience this game in its ideal state. However, even if I did have another person to play this with, the game doesn't have enough exciting mechanics to it that I would get them in. The arenas you fight in are very dull and have no interesting obstacles or hazards or events to shake things up and create scrambles (there's a rocket in one of the levels but that barely does anything). The lava doesn't even rise up to eliminate platforms and create a sudden death scenario. Basically, the game is asking way too much from the player to make their own fun as it does nothing to create interesting scenarios to battle in.

A decent core game, but gets old fast. Definitely has some nice polish to it with certain elements like cool explosions for death of enemies and the player, a weight/momentum to the player's movement, the way the score ticker pulses with each point, and the way the text wobbles about. These elements are very nice and do elevate the game beyond what would just be a very simple game, but even then it can get pretty repetitive quickly: there's nothing to really shake it up and make it exciting like power-ups, enemy varieties, music, levels, difficulties, etc.

Haha, pretty funny stuff! I'm not familiar with Warzone so some of the gags were lost on me, but I knew battle royales enough to laugh at the sudden parachute gag and death by snipers (and the sheer repetitiveness and futility of it all). Would love to see even more gags and secrets in this game as I appreciated the various things the game tracked (and the variation in audio tracks for fun replays!)

A decent, simple core game, but could really use a lot of polishing to it to make it shine. The game in itself is fun: stacking things is challenging and intuitive, the game escalates the difficulty well by introducing more and more varied shapes, and the rules are solid with the few seconds grace period to make sure structures hold. But while the concept is good, and while graphics aren't everything, the game is very dull and confusing at the moment due to the lack of graphics. Presentation is poor with bog-standard font/buttons and no frills, leading to a poor first impression. The lack of HUD makes it very confusing to determine what block is going to be used next: I initially thought my next shape would come from the right side of the queue on top, but instead it comes from the left, so it would be very helpful if there was an arrow or something pointing to let you know what the next shape is. Similarly, it would really help if the game would show an outline at your mouse cursor of how the next shape will be placed: it would make judging how the block is placed more intuitive, instead of just having to guess (for example, when you want to put it as close to the top of a previous shape). The game could also just have some more excitement to it: some tense music when you've built the tower and are waiting to see if it stands, some fanfare and explosions when you win, etc: it does have some decent sound effects for these but it could just be more.

Surprising game for me! I initially though the whole cup gameplay was just a ruse for some sort of creepy scare/subversion that was going to happen, but lo and behold it actually just kept up the cup gameplay and escalated by throwing in some crazy shuffling tricks into the mix (though there was that spooky ending bit, so my intuition wasn't completely unfounded). Part of me does still think it was a rather simple game altogether, but still, it did have a smooth, polished feel to it all and did some cool narrative tricks, so it did stick in my mind.

Solid game! Had a lot of fun playing this game, feels like it has a nice smooth core to it with neat mechanics for gaining speed and transitioning between street level and the rooftops with vaulting and springboarding. I especially love the touch of having to jump on a train at the end of the level: feels so much cooler and stylish than just running a certain distance and getting a victory screen. I did feel like the game could have a bit more content and style to it to make it great though, and stand up against some of the more famous runners like Canabalt and the like. For one, I kinda wish the levels got a little bit more complex and varied as they went on since I felt my interest waning from repetitiveness around level 3 or so. Would've loved to see new cop units in the later levels, maybe ones that shoot bullets at you which you have to dodge, or have shields that you can't vault over, you know, riot cops, to show that they're done playing around with you. Instead, the game seemed to go for quantity over quality: increasing the distance you need to cover and the amount of cops blocking you, which made it annoying since a lot of the time you want to vault them but can't because you'll just bump into a cop immediately behind them. Other than that, I'd love if the game was a bit more graphically impressive with more animations and such. I'm not saying graphics are everything, but the animations were very bare minimum in this, and I think cool animations could really increase the stylishness of the gameplay: c'mon, I want to see me do sick flips as I vault over a pig and watch them slam face-first into the pavement in slow-mo with cool sounds and fanfare!

Really love this game (well, love it as much as a game that makes me feel like crap and question how the world operates can, haha)! Even though I was able to guess how the game was going to end up, what with blue being labeled "cops," but yellow being labeled "yellow," not "crook," and that gets even more tenuous as the quotas increase and the labels get more and more confusing, I nonetheless loved the progression, especially since it was baked into the gameplay itself, not just told to you explicitly. The gameplay putting you into this role of being some kinda judge, jury and executioner, and not even being allowed to fight back by reducing the time limit, can really get under your skin and make you question what are you supposed to do. My journey through the game was quite a ride: first I went along with it, next I fought back by timing out but it punished, I tried to keep cheating it however I could by eventually I went along with it with morbid curiosity, knowing that my player would be next on the wall (I was very close to being compelled to just shut the game off half-way as some sort of moral victory). Again, very impressive narrative that is built not through words, but gameplay mechanics that really get you into the role and helplessness and shared responsibility and morality and intimately think about this stuff.

What a neat little game! I appreciate the simple premise and controls as I'm usually pretty bad at these type of games, haha. That said, some of the controls were a little confusing: not sure why I wasn't able to click on a single unit and instead always had to highlight-square for selection, and I'd prefer if slo-mo was a toggle instead of a hold-down. Game was very charming with it's graphics, sound and 'music' and had a great assortment of aptly-named levels that slowly escalate the complexity of the scenarios that you face: initially victory is almost always assured but the later levels where you need to face off against grander forces than you can be really fun! If you'd believe it, I actually had the game's song stuck in my head for a while after.

Very cool puzzler, and an interesting remix on the original Mars Power Industries game. I like the new mechanics of absorbing crystals into the homes and then having quotas to build certain tiers based on that. As usual, the levels had a great sense of pacing and design as it introduced all sorts of tutorials and new challenges intuitively, all wrapped in a wonderfully professional design. It was around maybe year 10-ish or so that it did get a little bit repetitive in terms of pacing: it was still doing alright and it was introducing some neat concepts like the land shifter devices, but I dunno, something about the game just screams for a bigger picture to get the player invested/hooked or something. I mean, the whole concept of building homes on Mars could make for an awesome narrative about pulling together and surviving for the sake of mankind so that we can start a new life. The move from the previous game's industrial buildings to now homes could really make it even more emotional since it's transitioning from the initial terraforming to now be about families coming to Mars: maybe each level shows you the names of families that move in and so on, just little quips and stories about them. Maybe it could even get a bit political or dramatic as the game goes on with housing planning mechanics fostering inequality in regards to the game quotas that allow some houses to get more crystals than others: maybe there are multiple ways to meet quota with a puzzle where the a harder more hidden solution satisfies families more than just coldly meeting quota, like a bonus objective to not wastefully upgrade a house to 4 when 3 will do, etc. I dunno, take it as a compliment that the real polished and slick design to the game as well as the chill atmosphere and music just makes me want even more in it to get players really invested; think something like Frostpunk, if you've played it. Anyway, I still had a great time, so keep up the great work!

Rarykos responds:

Thank you very much! Oh, these are very interesting thoughts! It would be really cool to make something like Frostpunk, thanks for the awesome tips. I'm a fan of these dramatic-strategy games, but I didn't think about Mars in that way. Yeah, very cool ideas! I'm really happy you enjoyed it, and that you cared to play it. It's nice to see you again, thanks!

Very interesting experiment and delivers some good fun, but it kinda feels a bit half-baked on execution at times. Detecting the microphone in the first place was really troublesome for me because I have so many mics (webcam, oculus, actual mic, headset mic, etc) and I had to figure out how to get it to work. When I got the mic in though, the game didn't seem to utilize it as fully as I thought or make it ingrained with the mechanics: it seems to operate on a binary system where any sound does regular speed, when I thought it was gonna be a gradient where whispering=slow-mo and yelling=regular/fast-mo, with degrees of volume inbetween. The microphone also has an annoying lag when transitioning between modes and can be really touchy. Taking away the microphone, the gameplay seemed a bit frustrating too with awkward hit detection, way too small and way too fast characters, hard to determine reload timing, and some of the controls were really difficult to get used to even in an ideal scenario, like the walljumping (especially since if you're not loud all the time, it can stutter and misalign your inputs). I still had some good fun and made it all the way to beat the boss, but it could definitely use some polishing up.

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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