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FutureCopLGF

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Pretty neat puzzle platformer! I love the goofy vibes it gives off, and the whole berg summoning mechanic is cool, especially because of the way the levels evolve and recontextualize it in new ways, such as how bergs being summoned from the sky can be used to access floors above you. I got really addicted to playing this and kept wanting more!

In terms of feedback:

*While the game does get a certain amount of goofy energy from its animated background and 'berg' shout, the game is a bit dry otherwise. Obviously it's understandable that juice and pizazz is not given top priority in game jam time limits, but at the very least there could be a bit more effects to communicate elements better, such as how buttons should ideally react in some way to let you know when they've been pressed down, such as playing a clicking sound or getting squashed or greyed out, as without that, you could think things like "oh it isn't pressed yet, maybe I need to weigh it down with a different berg, or pile bergs on it?"

*That one level where you need to jump up and over a wall that looks like you couldn't but you can because it doesn't extend out of the screen was very weird: not sure if it was intentional or a glitch. Looking back on it, I think I could've gotten through it a different way if I knew how to use the summoning powers differently.

*I was having fun playing but needed to take a break due to the larger amount of content than I anticipated, and upon returning I was disappointed to see that it didn't save my progress or offer some sort of level select! I like the game, but not quite enough to play through it all over again just to get back where I left off.

*Some of the solutions relying on RNG giving you the berg you want can be a bit annoying at times, though typically I can improvise and find it fun to do so (but that's only because I haven't been unlucky enough to be screwed over yet, haha)

Berg!

Hah, quite the goofy and fun little precision platformer you got here!

It's a bit lackluster in some respects for me: graphics got a bit monotonous with the way they never change as you progress and everything is just constructed from the same copy-pasted blocks, I was really hoping the boss would evolve in a more challenging way in the final phase since the laser guns from the second phase were already a non-issue, it was annoying how I couldn't control the speed of dialogue and would have to wait for it to reset if I accidently interrupt them with a fart, and in general it just didn't have enough to keep me motivated throughout to collect all of the pigs and I instead just rushed to the ending.

But for the most part I still found it to be a nice short and sweet adventure: the game feels progressively more challenging as you go with the introduction of moving blocks and more tight maze-like structures, there were some interesting easter eggs like getting into that area with the ghost, it felt well-constructed and intuitive with a good amount of juice/pizazz to its presentation, and obviously the game has a lot of charm to it with the goofy dialogue and premise, and I loved how it reacted accurately when I farted to taunt the aliens at the end, haha! Well done!

As a side note, I found it a bit weird how it seems like the game should start with you going down the pipe, but that just leads to the easter egg credits room, and instead you're supposed to go to the fart meter? Then again, I wonder if that's intentional as it was only through the easter egg room that I realized I could mid-air fart, since I needed to do that to reach the exit. Was a bit curious about that!

Emptygoddess responds:

Haha, yeah. Pretty sure we wanted people to go check out our silly dev room!

MyNextGames responds:

The idea was to create this short exploration moment before the abduction so the player can organically familiarize themselves with both controls and how to talk to characters. This way we kind of tutorialize the player without them even knowing ;P At one point I even considered adding some kind of plaque hinting that you can infinite double-jump to the cave but couldn't find a simple icon with witch to communicate it :/. Soo we just went with emergency exit icon instead. It's always a balancing act with those things. You don't want for the player to get lost but also I think there is something satisfying when you discover how the game works by yourself.

Hmm, bit mixed on this one! I certainly think it has a lot of potential: I mean, you pretty much just copied Raft's homework but hey, it's still a neat little 2D demake, and for the most part it feels intuitive and well put-together for a decent survival experience. I was certainly excited at first to build up my raft and all the various facilities!

However, while it definitely has a solid foundation, my first impression left me feeling hopeless, confused and frustrated. There were a lot of aspects, but the worst was that certain resources like dirt and stone were very annoyingly rare as they only seemed to come from random crates which left me bottlenecked for long periods of time. This meant that, despite me wanting to get simple things like swords, pickaxes or food, all I could do was wait and hope to get lucky, all the while starving to death while getting attacked by frogs and sharks and rocks crashing into my raft erasing huge amounts of progress without anything I could do.

I mean, if I'm being charitable, I'd say it's just trying to be challenging: in theory, there's nothing wrong with a survival game that takes some time to get going and keeps you engaged by threatening to erase some of your stuff and force you to rebuild. I like a lot of hardcore games like this and it could be interesting! But I just think it's not executed well here in my opinion: it just felt a bit too hopeless and pointless, I wasn't sure what I was building towards and it didn't feel like I could do anything to help. I mean, when you've got a game where it's better to commit suicide to refill your hunger meter, you've lost it.

To sum it up, I think it has potential, but could use some considerable tinkering to the variables and design to get a better flow and sense of progression. Best of luck!

I mean, there's certainly some nice art in here and it's wonderful to see so many people collaborate, but if I have to be honest, this presentation is incredibly lackluster, being your bog-standard uncreative slideshow with absolutely no amount of pizazz to help elevate the experience. Where's the music, where's the animations, where's the gallery view, heck, where's the navigation UI? I mean jeez, it's almost impressive how low-effort it is: I don't think you could mathematically get any lower, this is like absolute zero!

In addition to that, there's not even any artist credits next to the work, nor a link to their NG profile page, so if I like a piece of art, I don't know who I should be potentially following or getting a commission from (except the ones who signed their work, which some artists prefer not to do)! Shouldn't that be the main focus for these collabs, to get eyes on these cool artists?

Again, heart's in the right place for getting this together and all, but you've got to craft a better way to present this art to get people interested and make it fun: the artists did their part, now it's up to you!

ElRandomGMD responds:

This game was made on Bando's Comic Wizard by @KittyhawkMontrose, it not have many features, but she said that in a future will be add them.

AlexToolStudio responds:

Hey it was Kitty idea to use her maker

TigerPlushiefire responds:

be patient. I mean its bad but theres art that we all made for the collab and still people blame Alex for its problems on the collab even chagnoda is makings its own version of n64 collab.

MOHD5aqer responds:

@ chdonga actually has plans to remake this collab with an actual game engine, music, slideshow ui, and a kiddie zone for the mspaint stuff, so probably keep an eye out for that

I gotta admit, as much as I wanna write this game off as being overly simplistic and dumb, you got a big laugh out of me when, after everything being so calm and boring, suddenly this epic music starts playing as this little critter slides in! The comedic timing was incredible, and surprisingly, the way the game escalated from there with new enemy types wasn't half-bad! Somehow, this little game got me to stick with it to the end. I'm a weiner!

Not too shabby! For the most part I found this to be a rather fun little point-n-click adventure, and a great nostalgic fit for the flash forward jam.

In particular I was really impressed at the level of interactivity the world had: where most games only let you interact with the core elements, this let you click on anything and everything and had tons of funny dialogue and reactions!

That being said, the game was a bit slim in terms of content and challenge, and the UX was a bit rough in that the player is forced to be too delicate with what they do. For example, I softlocked myself by putting a dollar bill into the door but backing out too quickly before the animation fully played out, leaving the door still locked but my dollar bill gone! Ideally, the game should unlock the door immediately once the dollar bill is used, and the animation should just be a bit of a bonus but not integral.

Shows some potential to be a nice beat-em-up, but at the moment it is very rough and needs a lot more work. Just doesn't feel that satisfying due to the dull, lifeless and disconnected feedback for hits, spongy brainless enemies that don't vary in any significant way to spice things up, a lackluster player moveset which devolves the gameplay into just spamming one button and never being sure what finisher you're going to get which makes it hard to plan, and questionable strategy as enemies keep hitting me despite me laying into them. There's also a lot of weird bugs, like how it shrouds a pit in darkness so you can't see it until its too late. Best of luck!

speed8327 responds:

ദ്ദി ༎ຶ‿༎ຶ )(੭ ˊ^ˋ)੭ ♡ Thanks for the honest feedback. Yah I agree, there are still room for improvements. Some of the issues are already fixed in v0.7. Hope to make a full game 1 day out of it.

Hah, this is quite the charming little game! The premise and dialogue were very amusing, the game looks and feels great which leaves a solid first impression, and I loved all of the little interactables that you could look into for extra flavor, like the sink that keeps track of your washes and all the other bookshelves and doors and what-have-you. Always really love a world that has a lot to examine beyond the core elements needed for story progression: feels like it enriches the whole experience, makes you feel immersed!

Unfortunately, in its current state it is quite lacking in content as the story ends almost as soon as it started. Certainly got potential though, so I look forward to the eventual full release! Still not sure what it is exactly going to be: if it remains just an adventure where you talk to people and interact with objects, that's fine, but I wonder: maybe it'll have some puzzles or combat or dialogue choices?

Certainly a bit of a technical marvel with the way you got the psuedo-3D to play out (though it is a bit goofy looking), and the gameplay is a decent arcade experience with a nice sense of tension and good escalation from a lot of interesting enemies showing up one-by-one such as the Mario Boo-esque ghost that tries to sneak up when your back is turned and the camouflaged tree monsters. It's a bit bland, but not too shabby!

Unfortunately, as much as I tried to treat the unwieldly controls as part of the challenge and master them, like how some people say Resident Evil works best with fixed camera and tank controls despite being a bit awkward, I just couldn't get past it and would feel really frustrated when I get killed due to not being able to rotate that extra few degrees because I'm on the edge of the screen! I'm guessing there is no way to force a cursor lock in Flash like you can in other engines like Unity? I appreciate the creativity in trying to find a solution through the use of the deadlock bottom bar in a sort of Apollo 13 way, if you get the reference, but it's just not good enough, haha.

Pretty neat little game! Impressive in terms of graphics and also the assortment of fancy wands that you have to play with. It doesn't quite have enough meat on its bones to make me stick with it for long (more interesting escalations as the score gets higher would be neat) but I still had a good time with it. Nice work!

RunicPixels responds:

Thank you!!~!

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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