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FutureCopLGF

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Pretty cool game that does an excellent job with it's presentation on the graphics and sound department. Really felt like I was playing Link's Awakening or something of that nature. I had fun, but unfortunately there were a lot of bugs and frustrations I encountered that kinda ruined the experience for me. I didn't like the fact that the character only has a 90 degree slash instead of a full 180 slash: when aiming up for down the sword favors a side which makes it annoying to miss an enemy that is directly above of below you, but a little off to the side. To compound that issue, there was a weird delay in aiming the sword: plenty of times I would hit something like down, then right, then slash, all in quick succession, and the character would slash downwards instead of right. Basically if you hit the inputs too fast, it wouldn't register fast enough that you turned. Also there's a weird issue where you can't turn towards a wall if you're standing right next to it? The first boss was really odd too: if you hit the movement keys during the boss intro, you can actually move the boss around, and even potentially move it off-screen to softlock the game! Also, I felt like the first boss was pretty tough since it moves so fast and erractic: maybe tone it down a bit. I think the game is pretty cool and I do plan to play more, but I think I might give it a bit to wait for some patches since it seems like you're hard at work on it.

I think this is a pretty cool idea, but I felt so confused playing it. There was no tutorial for the controls (I didn't realize there was a throw button for a long time) or easing in to grasp the situation, and it never felt like I was able to have any effect on anything and I was just doomed to die without accomplishing anything. If that was the intention, kudos, but I assume there must be a way to win. It might've been my own fault as when I read the concept, I assumed it was going to be a Sim-City/Starcraft type game where you view the town from above and click on things to manage, but instead you control a little guy in a gigantic city. Because of that, it was chaos and I could never tell if I was having any effect on anything since it took forever to get around and I couldn't see far or wide enough if any of my actions were having a large-scale effect. A lot of times the game would just end with me catching the virus for no reason from what I could tell and I'd die (there was a little bug where you can live with 0HP: you only die if you go into the negatives for some reason). Again, I think this is a neat idea that could definitely work if maybe it was structured a bit more and didn't just chuck you into the deep end.

Fat-Leech responds:

Thanks for the feedback, all valid points with which I agree

Pretty interesting and funny concept with nice presentation, but I'm unsure about the execution. I had an alright time with it, but I felt a bit confused at how I was supposed to play. First, the controls took a bit getting used to as I wasn't able to plant seeds or water at where the crosshair was, only at my feet. Seems obvious but a crosshair usually indicates a direct point: if you made the cursor an arrow, then it would make more sense in how it's used (to indicate a general direction of actions). Planting and such felt a bit futile and I wasn't sure how I was progressing or what my objective was since I was, in a way, creating my own problem. If my garden was already infested and I powering up to whack all the weeds from it, that would make sense, but instead I'm infesting it by my own volition??? In a funny way, I guess you could say it's reminiscent of the futile nature of Dark Souls and the grindy nature of RPGs, but I dunno. Level ups didn't seem to do anything great either: I kept getting new weapons but they didn't seem to upgrade my damage or anything, and in fact sometimes downgraded me. I think this could be great but right now it's a bit confusing in what it's going for.

Not too shabby! It was a pretty nice experience battling it out with the boomerang through the enemies. I did feel like the difficulty spiked a bit too early with the shield guys as they are very frustrating to fight. Even when I had the great idea to throw the boomerang past the shield guy so that they would get hit when the boomerang returned to me (which I'm assuming was the intended way to combat them), there were just too many shield guys crowding around that just made my boomerang stop dead. Maybe ease the introduction of those guys with just one or two at first, instead of dumping a group of five of em at you when you first see them. I was hoping to be able to maybe buy some items to combat them, but money comes at you so slowly that it became a real grind. With some elements like music and other effects to add some pizazz and a better difficulty curve I think this could be really fun as the boomerang has a lot of potential for interesting combat scenarios!

KilledByAPixel responds:

Thanks! Good feedback, I plan to work on a sequel someday that will add a lot more stuff like you suggest. This was originally for a 13k game jam.

A few gameplay tips about the shield enemies. You can hit them from the side. Try to lure them near sand to slow them down. Use the dash button to escape if you are surrounded.

Interesting game! I haven't made it fully through yet: I suddenly died(?) for no reason when watching a sunset. I'm assuming it's a metaphor or something, but that was a really weird experience and kinda killed my mood (though it did make it intriguing and make me want to figure out what the heck happened). While the game is cool, it does have a lot of little annoyances to it. There were a lot of elements that wouldn't highlight when I hovered over them despite being interactable. Elements like the back arrow and the menu needed to be scrolled over to, which was odd, considering they should just be placed in a definite, HUD-like position on the screen, like other menu elements were. There were times when the text was someone else like Skye speaking, but the game did not put the name and color to indicate it was the case, leading to confusion. Nevertheless, I do want to get back into this game since the great art builds a nice atmosphere to it.

josieking responds:

Thank you for playing! I agree! I'll be the first to admit that it does have a lot of minor grievances – some in part to my lack of experience and other factors such as time constraints played a big part (not making excuses though, I take full credit for that.) I was learning how to do things as I went and looking back, I'd definitely do things differently if I were to try again. The art was my biggest focus so I'm glad it adds to the atmosphere but regardless, thanks for bearing with me!

A nice text-adventure! Seems to have an impressive amount of variation/routes to it, along with wonderfully funny dialogue and all sorts of crazy situations to read though. It was a pleasure to curl up, chill out with the jaunty music, and experience the life of an Alex. I gotta come back for more routes!

TheFerridge responds:

Thanks so much for the kind words, I'm happy you enjoyed it! :D Trust me, if you haven't found the time travel scenarios yet, you ain't seen crazy

Not too shabby! I think it's a neat concept to work with, and the presentation is pretty solid with cool visual elements like the objective beaming in as it moves around, a HUD arrow pointing in the right direction, and nice explosions. It's cool to battle through the chaos as you chase after the objective and contend with your backwards firing gun. I had fun, but right now it feels like it is lacking a bit though: maybe I didn't play far enough, but the game kinda gets old quickly. Would love to see this expanded on with more varied elements. For example, I think it would be cool if you kept running out of ammo and had to pick up various types of broken guns to work with: a gun that jams and you need to jump to fix it, a gun that blasts you backwards, and so on and so forth.

JauqGames responds:

Glad you like the game.

The game does lack a good quantity of content, but then again I only had 48 hours to build this game. I definitely like a few of your gun mechanic suggestions and I'll keep them in mind If I ever decide to make a "fuller" version of this game.

Short and sweet game! I'm a Homestar Runner fan, so the nostalgia is strong with me for this one and I liked seeing the various references. Loved the Atari-style graphics, explosions and sound effects. I had a good time with it, but I did have a few complaints. One, the navigation is a bit odd: I kept thinking that the down arrow was to go 'backwards' instead of going 'down' on the map, and similarily I through right and left were to turn 90 degrees, not just go left or right on the map. Bit confusing since it kinda clashes with how these 3d puzzle mazes usually work. Two, I wish the game was even longer with more levels that had more funny references to experience! Still, it was a nice time, and I got to kill a freakin' duck.

Really fun and charming game! It's like a rapid-fire Papers Please type of game where you really gotta flex your speed reading skills. I loved how you had 'gotcha' elements in there, like 'murder...mystery movies' and 'assassin...'s creed' that could trick the player into passing on a viable cutie. I have to admit, though, this double tricked me at first since I thought I recognized this trick but then didn't see another mention of murder, leading to me misinterpreting it, haha. I really loved this as it is and would love to see it expanded even further: maybe harder difficulties make you have to additionally look at their picture, or flip through a multi-page bio? Nice work!

It's alright and I think it has a lot of potential, but it needs a lot more time in the oven before it can become something great, I think. A lot of the text has typos and grammatical mistakes in it which lead to the story not being taken seriously. The battle screen, while cool looking, goes too fast, lacks damage feedback/numbers when players or enemies are attacked, and lacks item/ability descriptions, making it frustrating to tell what's going on. Buttons are all over the place and inconsistent as well: why is the backspace button used for backing out of menus instead of the go back/cancel button? Also why does the menu not actually display the correct amount of health that the players have? And to top it all off, the first level is a sewer level, which is a cardinal sin of levels, haha (I'll allow it for this though). Would like to see more of this if these elements get ironed out.

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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