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FutureCopLGF

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Hmm, not too shabby of a detective game! Feels like it's doing a decent job recreating that 'ace attorney' visual novel style, and its got some fancy and appealing presentation to it: pretty promising stuff!

In terms of feedback:

I know it's a demo so it's still under development, but the game was pretty rough in some aspects, especially the audio department which had tons of overused sound effects (like the droplet sound) and the music cutting in and out haphazardly. It looks pretty good in most respects, though, so I'm hoping it all gets polished in future!

It can get a bit overly verbose at times. I don't know why, for example, the chief was giving me this whole history lesson and opinion piece on the victim's backstory: not only is it too much front-loaded exposition, it feels like that should be stuff I should be picking up during the case if it is relevant, while the chief, as the hard-ass he is, should just be giving me the bare minimum starting details and let me hit the street pronto!

Maybe it's just me, but I found the rhythm of the character emotes to be a bit strange? The way they emote was just a bit awkward at times, like maybe they return to neutral too quickly instead of staying with their pose, or the explosive effects are a bit too fast and confusing, or how some side characters are frozen and lacking any sort of unique poses compared to main characters, etc.

Nothing major, but there were a few typos and grammar mistakes here and there: nothing enough to hurt comprehension so it's ok, but definitively give it a once-over when you have some time.

I do also wish that there was some more quality-of-life designs, like an easy way to fast-forward text on replays: right now, it always forces you to wait for each line to load and for the characters to do their emotes, and it's a bit awkward to have to hit the arrow on the right instead of just being able to click the text box, or the whole screen, as other visual novels typically do. I also don't know why you made it that interactables like the body in the apartment don't react on mouse-over: I feel like they should act just like the other buttons do where they get highlighted.

arrogancy responds:

Excellent feedback and constructive criticism, thank you!

Nice, chill game! It's pretty much 'shower thoughts' or 'thoughts that creep up when you're trying to sleep' the game, interspersed with little funny riddles here and there. It wasn't necessarily much of a 'game' per se, and I was a bit worried that it was gonna be too preachy or navel-gazey, but the great presentation quality and cool atmospheric vibes chilled me out and let me enjoy the experience, think about a bunch of stuff, and have a few chuckles. In particular, I found the aspect of censored answers a clever way to have multiple-choice answers but not let you easily guess the right answer: you still need to think of it on your own as if it were a free-text answer, in a way! I also appreciated that you could fast-forward text by clicking (though speaking of, it might be nice to have a prompt appear when you're supposed to click to proceed to the next line). If I were to have any feedback, it'd be cool if the game had a big databank of thoughts and riddles that it could randomize for each run so that it were more replayable.

Huh, interesting little game! Certainly got some very cool visuals, and the aspect of trying to remain calm and talk in such a way that you fit in with this horrific situation you've found yourself in was rather amusing, especially when there are so many answers to pick and choose. Short and sweet, and while I wish it had a bit more meat on its bones, I liked it enough that I found myself going back to check out the other answers and endings you could get!

In terms of feedback, I do feel like the game is way too tiny, in particular the text: I needed to slam my face right into the monitor so I could read comfortably, haha! I also felt like some of the endings were a bit weird. I got one ending where he ends up getting booed (and maybe killed) and another where he seems pleased with the experience, and those were fine, but then I got this other ending where I feel like the author shoved himself into the story to endlessly preach about how horror works because of hope and blah blah blah: insightful stuff but it just felt so unnatural and out-of-character, and not in a funny non-sequitur way. I know the game is about horror in a few different ways, but it was the most "sir, this is a wendy's" moment I've had in a while. Maybe I'm thinking about it too much.

Huh, quite the interesting little game! Reminds me a lot of those goofy web comics, forum collab works or CYOA stories like Homestuck, or games like the Loathing series. It's a bit of a bummer that I'm not making any choices and am just reading a story, so I somewhat struggle to call it a game, per se, but nevertheless it is a rather charming story with very goofy and amusing art and prose.

I am a bit torn though: as much as I do like the experimental process of audience participation and all that jazz, it's only the lucky ones that come in when it is still being written and not only suggest options, but have their suggestions integrated into the book, that have the most fun. For everyone else, they're just reading a book that isn't finished yet and so have to wait unsatisfied, or feeling bad that their suggestion didn't get selected, or, someday eventually, just reading a completed book, which as funny as it is, has no interactivity to it. Not saying you shouldn't keep what doing what you're doing: shine on you crazy diamond! It's just that I am one of those unlucky ones that is feeling a bit unsatisfied, as much as I do think it is a charming story.

NickJam responds:

Not the creator but I helped with the UI. The story is still ongoing! The description has the link to Laken's suggestions thread. I'd recommend reading up to the latest page before posting there, but the story is still fairly early on and there's plenty of opportunity to jump in and give suggestions on where it goes next :)

Cute little game! I like the combination of tower defense with word/typing mechanics: that alone is already nice enough to keep my interest, but when you combine it with special abilities and diverse enemy variety and so on, it gets really complex in an interesting way! It's like, the game could've just been about always typing the biggest words, but when you factor in innocent chickens that you want to avoid, or maybe enemies that split, there's actually a lot of strategy involved in what is truly optimal beyond just the biggest words (but then you also need to factor in the bonus for using all letters: maybe its worth sacrificing a chicken for that!) Game is also just very juicy and charming with its general presentation too: well done!

I will admit, though, that parts of the game had me really confused. For example, there were plenty of times where the game allowed me to fire when the word I typed was seemingly gibberish. I'm giving you the benefit of the doubt that they were technically real words that I was typing, just unbeknownst to me, but still, weird stuff.

There's also the fact that I found it quite weird that there is no time limit: instead of the enemies coming down over time, they freeze in place until you make your move. Call me an armchair developer if you like, but I feel like this compromises the scoring system, since without any pressure, it just becomes a game of patience where anyone could take all the time in the world to make the most optimal choices, instead of being a game about skill, reactivity and improvisation. Maybe it was an intentional choice to make a more relaxed game, I guess (though if that were the case, you'd think that hurting chickens would only deprive you of an opporunity to get health, not immediately hurt you as well).

amidos2006 responds:

Thanks a lot, there is two modes, normal and hardcore. In hardcore, there is time limit, I wanted to also give people relaxed experience.

Neat little game! It's like a cute combination between a Metroid game and something like Minit's speedrunning time loop structure. Overall I felt like this was a nice short and sweet experience, where I kept delving down different routes, collecting power-ups, opening up shortcuts, and eventually finding the diamond, whereupon I had to plot out a route to get in and out quick enough like some sort of heist, haha!

While it was all good, I did find the design a bit confusing. It just felt a bit odd that, due to the way the world is constructed, you only find the diamond when you've pretty much collected all of the upgrades necessary to get it out: before then, you don't even know what the goal is and why you're collecting all this stuff in the first place, so it's somewhat aimless. And why does the time loop structure happen before you've even collected the diamond? You'd think it only needs to happen then, like some sort of alarm. Basically, I almost feel like the diamond should be introduced in some manner earlier to setup the premise: like maybe you have easy access to the diamond, but getting it out is impossible without upgrades, so you make the decision to leave it for now and instead go into another part of the cave and get upgrades and set stuff up first. Eh, it worked out in the end, I suppose, but still, food for thought!

Oh yeah, as a side note, the jump physics felt really wonky and difficult to control: eventually got used to them, but yeah, wish they were a bit more intuitive.

bluswimmer responds:

Thanks for the detailed feedback!

Hmm, this was a tough one for me! I'm a big fan of console hacking games like Uplink, Quadrilateral Cowboy, TIS-100, and the like, so this game should've been a slam dunk for me. And in theory, this game's whole eavesdropping over connections to try and find clues in text logs and files to suss out evildoers is pretty cool!

Well, it was pretty cool in theory, at least. Unfortunately what I found was an incredibly repetitive and boring game that I just couldn't stand playing any more. Compared to games like Uplink where you're multitasking, handling all sorts of different apps at once, improvising and diverting power to systems, and so on, this was incredibly restrictive and limited in player powers.

In this it was just: wait for connections lines to show up. Click on one. Decrypt the line. Play a simple minigame of matching keys. Read the single line of new info, maybe download a file. Click another line. Decrypt. Key Minigame. Read/Download. Click. Decrypt. Minigame. Read. Click. Decrypt. It's just so monotonous!

Every single mission was the same basic setup and the same goddamn process over and over and over: why can't we just get the full comm log at once, or keep the monitoring ongoing like a proper tap? Why can't we handle multiple connections at once? I want to get to the good part of combing through logs and finding out clues, but the game wastes so much time in collecting it in tiny bits-by-bit.

Basically, I think it's a cool idea, but the execution left much to be granted.

Also, as a small quibble, I really disliked the whole blurry monitor filter you've got for the game: it's not the worst but it felt a bit much and made it difficult to read words at times due to how blurry they get. Eh, but that's just my old man eyes, I guess.

Cute little precision platformer you got here! As a fan of games like Jump King, I quite liked the challenge this brought and had a good time going through all the levels as fast as I could, getting better at my routes, and admiring all the various obstacles you put in my way to keep things fresh.

One aspect I found very annoying was the controls, however. The biggest annoyance was the fact that, due to how the fish squashes when you charge up, you'd naturally think that the strength of your jump correlates to your charge time in a gradient manner, but bizarrely the jump charge system is binary, where you either flop or do a full-power jump, nothing in-between. It's just so bloody unintuitive! Eventually I learned to accept it and work with it, but in times of trouble, my natural instincts would keep coming back, making me think I can do a half-charge jump and screw me over constantly.

Game was also a bit janky and unrefined. For example, the way slopes/ramps worked was really wonky with how they make you jitter around when you're trying to charge up a jump while sliding, or how they instantly kill your momentum and make you slide downwards immediately when you come into contact with them. Platforming was confusing too where I was never sure if a jump would successfully put me on top of a platform or just barely make it and hit its side. Level design was really haphazard at times too and didn't achieve a smooth difficulty curve and sense of progression.

Also, there were a lot of aspects that felt a bit underwhelming: for example, I was disappointed that there was no good/bad ending depending on your performance considering how strongly they imply it at the start, but then again, I was confused as to why the game was displaying my total time at the end instead of adding together my best level times, which would seem more natural.

Despite its roughness, which I suppose is to be expected for a jam game, I still had a decent time with this and was compelled to keep going just because of how charming it was, so well done for the most part.

Cute little game! Call me unfair, but I don't feel like I can give you full credit since, instead of making your own card game, you just remade Triple Triad without even putting any sort of significant innovative twist on it, but hey, it's still a decently fun and addictive adventure to battle dudes, collect cards, defeat bosses for badges, and so on! While the game was a bit bland and didn't give a strong sense of progression and escalation (really felt like the journey to leaders should have more impact to it with music and level design), and despite me not really liking Triple Triad at all, this game nevertheless was so friendly and cute that I felt compelled to give it my best shot and actually came around to it, so kudos!

Hmm, bit of a mixed impression on this one!

On one hand, the game certainly has a charming presentation quality to it, and while the gameplay starts out quite simple, it escalates with each level introducing something new, be it faster speed, more intricate and tricky patterns to handle like jumping on moving traffic, and more manuevers like double-jumping and stomping, creating a nice addictive sense of progression. In theory, it should be a decent game!

On the other hand, though, the game feels quite dry, bland and generic, my initial impression being that it was some 'my first endless runner' game that someone made in a game jam or as a student project: just didn't feel that good or impressive to play. It certainly lacked the unique memorability of your previous games like 'The Reboot.' While it does keep escalating as the levels go on, it felt not be paced quickly enough as I was getting close to quitting from boredom around level 2-3 or so, and the 'story' wasn't really doing anything to intrigue me.

There are also just some clunky aspects to it, like how awkward getting damaged feels with the way it warps you back, sometimes unfairly putting you in a position that you can't react to or locks you on a dead-end track. Was also really annoyed when I took a break for a bit and, upon coming back, realized it didn't save my progress. C'mon, no continue option? Why the heck not? Speaking of, it didn't look like there was a way to replay older levels either to get a better score: I kept trying to go back to them but it never seemed to work.

I still think it's a pretty decent game, but something about it just felt a bit lacking and made me want a lot more from it: like a strange disconnect between how good it looks it should feel compared to how it actually does feel.

Also I still can't stand these robo dudes: it's a bit better with this guy, but their nose still really looks like kissy-lips and it throws me off!

MartinJacob responds:

Thank you for your feedback, as always very insightful. We did go for something more classical and approachable this time.

About the saving system, my old way of doing this went obsolete some short while ago and I am still figuring out how to save games again... Sorry for this inconvenience, we did try to make it saveable. There are some codes you can enter to unlock previous levels, and you can use their associated buttons in the menu to replay them.

Thank you for your other technical feedback which we will take into account in making further versions of this.

Cheers!

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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