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FutureCopLGF

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Pretty cool snake game! For the most part, I felt like the game was rather charming in its presentation and an interesting twist on the typical snake gameplay, what with its introduction of enemies that fire back at you (with great attack telegraphs) and turrets you can install on your body. The ability to recover from failure by switching to pilot mode was also quite novel (though a bit odd that your turrets still fire during when you'd think they'd be inactive). I was also glad to see that the controls never let me down when I tried to pull off difficult maneuvers like sharp turns.

For the most part it is fun, but I was a bit disappointed how quickly the game stalls out: it doesn't take long for the enemies to stop evolving and for your ship to stop growing, leaving the game feeling rather repetitive. The whole aspect of having aggressive enemies and turrets really brought my expectations up for how the game might evolve: maybe we'd start fighting crazy boss enemies or something like that, but instead it just stuck with pretty standard snake gameplay, even being a bit lesser since you stop growing. I dunno, something about the game really made me want more than what it settled on, but still, as I said, it's pretty decent nonetheless.

Alphons6 responds:

Thanks! it was a jam game so we didn't have all the time, we'd like to add more content though, thank you :)

Hey, this is a pretty dang solid puzzle platformer! Sure, it's not exactly groundbreaking or anything and there are a lot of games like this, but all-around it felt very well-constructed, stylish, smooth and fun and I had a good time playing through it all. Great concept about managing limited jumps/falls and the level design kept me on its toes by constantly providing subtle traps that make you waste your jumps/falls. Didn't experience any major faults or bugs, and my only major complaint was that I wish I had even more levels to go through!

Cute game!

I'll admit that I didn't have the greatest first impression of it as it was a bit lacking in juice and polish: yes, it's to be expected for a game that was made in such a short time limit, but I was bothered by a lot of aspects like the lack of feedback/effects for running into things, weird layering issues, the way potholes disappear when you drive on them, the attack/drift powerup being a bit confusing and awkward, and in general the gameplay just feeling kind of simple and unrefined.

I was really worried that the game would stall out and bore me, but I was surprised at what a good job the game did at keeping things fresh through escalation, introducing all sorts of new obstacles and hazards and capping it all off with a great boss fight conclusion! In addition to that, the stylish presentation, goofy dialogue/music, text messaging, and the general vibes helped elevate the experience well and compensate/distract from the gameplay's small faults. So in the end, I quite enjoyed my time with it, and truth be told, was quite impressed that you got all of this done in such a short time: what a reversal, haha!

Hey, this was a pretty cool puzzler! I like how it starts out with a couple of puzzles that subtly teach you the core mechanics, and then quickly gets into some pretty challenging puzzles and continues to evolve from there! I found the whole sliding aspect very interesting as a concept since it really makes you ponder each move and how it might influence several tiles at once, and I found myself easily getting addicted to this. It didn't hurt that the game had a pretty smooth and slick look and feel to it either. Overall, I'd say well done! I dunno if I'll make it all the way to the end or anything since it is pretty tricky, but I nevertheless enjoy it!

Hmm, a pretty decent implementation of Buster Bros gameplay! For the most part, I feel like the game is taking good strides in recreating that classic arcade fun with lots of fun power-ups and satisfying bubble popping. I love the little things you've put in like how the score counter spins up and your guy gives a little victory pose at the end of each level, along with other things like the world map and so on: very cute stuff! I also found the artstyle of the game somewhat charming: it had this weird old-school Geocities aesthetic to it.

However, I gotta admit that the game got quite boring for me rather quickly: I was already ready to quit around halfway through world 1, but I pushed on, hoping it would eventually introduce some sort of new obstacle or fun mechanic to keep things fresh. However, once I finally got to world 2, all I was rewarded with was a new bubble enemy that, while it looked different, it was exactly the same as before. It just felt way too repetitive overall and I could never see myself getting through all of the worlds: it just lacks any sort of variety or sense of progression to keep things interesting for me.

Pitigamedev responds:

Thank you for the feedback!

Hey, pretty cool shooter you got here! For the most part this feels well-constructed and it has a really slick and polished look and feel to it overall: the gameplay is nice and juicy with satisfying effects, the menus are intuitive and flow nicely with cool transitions, there's a good amount of enemy variety and wacky powerups, and I enjoy the core conceit of switching back-and-forth between ranged and melee to manage your resources and find it satisfying to reflect bullets with the bat. Great stuff!

However, that's not to say that there isn't room for improvement:

For one, the bullet hell roguelike is a very flooded genre at the moment and I'm not seeing anything exceptional here to make it stand out from the crowd. It doesn't have any sort of unique and inventive spin on the genre, and what combat it does have is serviceable but not that gripping. In particular I found the gameplay too stop-and-start: the combat was simply too easy and too short, constantly getting interrupted and starting anew, and therefore never building momentum. It doesn't help either that the visuals, while slick and juicy, are not themed in any fun way: it's just not very exciting to fight in this featureless gray void against what looks like placeholder enemies (I'm not sure if this is supposed to be the final art or if it actually is placeholder).

There were also some issues like glitches. For example, very frequently I'd have a item selection screen where it was impossible to select an item or read its tooltip: the only thing I could do was ineffectively reroll or back out and lose out on the reward.

In terms of other feedback, I felt like the slow-down from swinging the bat was unnecessary and also confusing: I think the screen should be tinted more strongly to signify the slow-mo period. I also found the transitions between battles to be awkward: the teleport to a new position feels pointless and gets covered up by the transition so fast I wasn't even sure what was happening at first.

It's definitely taking strides in the right direction and it's pretty cool what you've done in a vacuum, but I just have to be honest that this wouldn't particularly stand out to me on Steam like you're planning: it just doesn't have that addictive and fun quality that other contemporaries have for me. Still, hoping you can work on it and I'd love to see how it evolves! If it at least had some stronger sense of a long-term goal, story or sense of progression, I think it could be great.

Hey, pretty cool collab! I love that you went the extra mile and made the collab into an entire game, being this cool scavenger hunt adventure game through a spooky house with some great, stylish graphics. Collecting the tapes and bringing them back to listen was pretty novel and creative: well done!

While I do love the effort, I'll admit that there are definitely some parts I'd like touched up. For example, those default buttons and sliders on the main menu don't give that great of a first impression. But more than that, the gameplay felt a bit lacking in atmosphere: I wish there was more ambient noise, like the house creaking, tv static, dripping faucets, or the hum of the fridge, I wish there were sound effects for interactions like a little metal jingle when you pick up keys, and I do wish there were more spooky events, like some creatures popping up here and there. There were also some confusing aspects, like how interaction points don't go away after interacting (like picking up keys), and that trying to open a locked door only gives you feedback on mouse release, instead of initial click.

I'll also say that the execution of the tapes felt a bit clumsy to me. I really wish you could listen to the tapes on the go, similar to audio logs in modern games like Bioshock, Dead Space, MGS5 and so on. Having to not only stop your adventure to go all the way back to your room to listen to the tapes, but to then have to just stand there and listen without being able to move around and continue adventuring, felt like a bit of a bummer. I know you want our rapt attention, but it just felt like overkill, haha!

Lizguy74 responds:

I'm sure there will bee a sequel where those issues will be addressed and I'll definably be apart of the next one. It was awesome!

Hmm, as a lover of cool boss fights, I really want to like this game, but overall while it does deliver some flashy stuff and has a interesting back-and-forth health/ammo system, it just feels incredibly clunky. I suppose it's understandable for being made on such a short notice, but still, I feel like these issues have come up before in previous games so it's a bit disappointing to not see them ironed out yet.

*While I certainly like some juice in my games and this aims to deliver, this game is just overdoing it with way too much explosions and particles that the screen becomes a confusing mish-mash. I could barely tell what was happening: death always came as a surprise to me since there was no feedback if I was hit.

*While the camera zoom-in when you're sword-comboing the boss is a neat effect, it shouldn't come at the detriment of no longer being able to see the HUD: not being able to see my health or the bosses health makes this already confusing game even more confusing. In general, HUD elements should always be absolutely positioned and not influenced by camera changes.

*I feel like the way dialogue boxes should work is that, if you press while the text is being typed out, it should fast-forward to fill-out the text, and then await another press to move forward to the next box. In this, however, pressing while the text is being typed skips to the next box outright, making it frustrating to read at your own pace.

*I hate how you both can't hold down the attack button to keep swinging your swords, and that the rate of fire for swinging your swords isn't limited in some way: not only does that mean I need to keep mashing the key which can be painful, but it means that the game can be unfairly won by having an auto-clicker while people without dexterous fingers have a harder time.

*There's just a lot of weird awkward things, like being able to move and attack during dialogue or when you're fading back in after death instead of being locked down, weird delays between walking up to a door or dying and then the transition happening, not sure where hitboxes are, etc.

At its heart, this seems like it would be a great explosive boss battler, and I like where you're going: just needs some polishing and more fine-tuned execution.

Wow, color me surprised with this one! It may not make the best impression with its visuals and slight clunkiness, and while I do think that the story was a bit unsatisfying and it didn't quite push the camera concept as hard as I'd like it too (for example, some of the final challenges like the laser room can be beat too easily by just staying in the center when I would've loved if it pulled more perspective tricks), I found myself easily getting addicted to this due to its intriguing 9-camera perspective and its steady escalation of puzzles and mechanics. Basically, I think this is a pretty good example of the classic gameplay trumps graphics (and as much as I'm dissing the visuals, they still have some style and serve to evoke a rather mysterious mood). Quite the experience, and I guess I need to look up HalfQuake now...

Mantis1 responds:

Thanks a lot! I had trouble coming up with puzzle ideas that utilize the 9 camera concept. I specifically wanted levels that are not mazes, frustrating platformer challenges, or can be more understandable with 1 camera. I appreciate your review!

Huh, solitaire ain't really my jam and I have no idea how to play it, so I was really worried about this game, especially since it doesn't seem to offer any overt tutorials or instructional text. But lo and behold, through a combination of intuitive design and a great, juicy, polished UI that helps you through subtle reactive means, I was actually able to make my way through this, learning bit-by-bit and having a good deal of fun! The music can get a bit repetitive and I wish certain elements like building up a combo to get a Joker were a bit more exciting and prominent given the struggle, but like I say, overall this feels pretty nice.

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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