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FutureCopLGF

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Pretty neat little game! It's very simple in a lot of respects, but it's got a very addictive and juicy appeal to it despite that, similar to an old-school Y's game, where it's very fun to just keep clobbering enemies, leveling up, and getting loot and other upgrades, over and over. While it is generally quite mindless, I was pleasantly surprised to see that there were some bosses and elite enemies that have special attacks and patterns to contend with! The game was no slouch in terms of quality of life either: it had a nice tutorial, everything felt quite intuitive with good feedback, and there were plenty of nice touches like being able to categorize your inventory, the game warning you if you try to sell items you are equipped with, low mana warnings, and so on!

While it was some good simple fun, it wasn't without some frustrations:

*While I can understand wanting the game to be intentionally simple, the game did start to feel quite repetitive and bore me after awhile. Felt like it could stand to have more major events or shake-ups happen more frequently to make you feel like you're progressing, like boss fights and dungeons and music/world changes. Abilities would be nice to have as well: I can see from the screenshots that you do eventually get them, but I was playing for quite some time and saw nothing new. Call me impatient if you want, haha!

*Similar to above, the loot was pretty boring since it was all just the same name stuff but with different numbers (which made it difficult to commit to upgrading a piece since you could get the same piece but better base stats later on), and the skills from leveling up were boring as well since it was just really lame stat increases instead of cool active skills or more unique synergistic passives, you know, stuff that would change up your gameplay in new fresh ways. World upgrades were kinda lame as well since again, they were just lame passive increases: would love something more unique, and it would be cool if they actually changed the world to be more challenging or have interesting modifiers as a bit of yin-yang risk-reward.

*I'm really not on board with this login-bonus-daily-quest-multi-currency-vip-access crap as I really dislike the way it worms in and corrupts facets of the game unfairly. Whatever happened to just earning cool skins by doing cool stuff like getting far into the game and beating a hard boss? Why does everything need to be earned by clocking in every day and checking off a list of menial tasks like a second job? Why does the game need to make upgrades and revives tied to the currency instead of just having you need to use the proper materials and live with your deaths? Call me bias or crazy or whatever, but I just really dislike this stuff.

So yeah, a decent simple-but-fun game, but ultimately feels a bit too simple and repetitive for me long-term, and furthermore I really don't like the whole grindy microtransaction crap since it makes me lose faith in the fairness of its design.

Hmm, a cute little collab, but felt really lackluster not only due to a lack of content, but also a very generic slideshow presentation which felt like the bare minimum you can get away with for these type of things. At least the author's name is delivered in this stylish diagonal layout, I suppose. Also lacks the typical functionality I want from collabs, such as being able to click on user names to go to their Newgrounds profile, as well as a gallery view and zoom function and so on.

Compared to the 2022 entry, and other more creative entries like the BBS Awards which had a unique presentation through a fake Windows OS, this felt like a severe downgrade in effort and creativity: really missing the usual creative layouts and easter eggs/achievos and such that I'd expect from a Little-Rena entry.

I suppose it might be intentional as it's clock crew and they're kind of synonymous with this low-effort schtick, but I dunno: even shitposts, while seemingly lacking effort, only float to the top because they have a hidden charming high-effort to their low-effort facade, if that makes sense.

PachkaNG responds:

Yknow I wish we could’ve gotten more people for this, but it seems the supporter forum is as dead as general so yeah

Nebulate responds:

Yeah… general being shot of the face did indeed make clocks of the bbs 23 not reach to its full potential.

Void responds:

They wouldn't let me make a 3rd submission smh

name responds:

Yeah... General was locked and Supporter Forum isn't very active. Also, the Collaboration Forum is dead.

AKA-38CAUTION responds:

I honestly will say, the reason for it lack of users taking part in BBS Clock 2023 is, like everyone else saying, because the General Forum got shut down. Collab Forum isn't active as much either, and neither is The Supporter Forum (despite the majority of active BBS users moving there).

Hell, I thought there wasn't going be BBS Clock 2023 because I haven't heard any news for it nor was it advertised in the Newgrounds Discord server, I then noticed it was on the Supporter Forum only.

hopefully, we get more people in this next year.

Hmm, I feel like it could be a good little point-n-click adventure game akin to something like Monkey Island, and it did certainly have some humorous dialogue and weird events to witness, but I couldn't help but feel annoyed at the constant interruptions and slow dialogue, bored at the very linear/guided progression that allows for no exploration and repetitive void minigames, and confused at the bizarre humor and overall inside jokey feel to it all. That last part can be excused as me just not being in the know and not the target audience, I suppose, but I couldn't help but feel like this might've had the potential to get me despite that if the gameplay was strong enough, but alas.

Gawd-DAMN, this felt amazing! As a pretty standard SHMUP, it's not exactly unique or envelope-pushing with some wacky mechanics like Ikaruga's polarity switching, but this just not only felt so smooth and polished, but had some solid combat design as well, that I was totally down for it! Cool bosses with incredible and intricate patterns to weave through, cool levels with all sorts of waves and formations that never make things feel boring, simple but strategic combat due to switching between the fast and slow firing moves, nice variety in selectable player characters with their unique abilities, juicy feedback and explosions and points galore, and the cherry on top was that sick slowdown that happens when there's just so much happening on screen: I love it!

That's not to say it wasn't without some minor complaints:

I was a bit annoyed that, if you want to continuously fire the spread bullets, you have to mash the button, as holding down the button, which would usually do auto-fire, is instead reserved for the secondary special fire. Don't get me wrong, I kind of like the simplicity of the design, but my old man hands just really can't handle mashing, so it was a pain that it was the only option.

It would be nice if the game had a little bit of a tutorial to it, especially if it was one of those authentic arcade-esque tutorials, but I understand that, since it's done in Pico-8, it might have very limited space to work with.

I found it annoying that enemies were not consistent with their abilities. For example, when you first meet the tiny mook ships, they fire orange bullets. Later on, however, they come in from the side and fire at you with tiny red bullets! This felt incredibly unfair and against the rules: if you want an enemy that fires tiny red bullets, you need to have it be a different enemy altogether. How is a player supposed to be able to scan the battlefield and plan their moves and priorities if enemies are so inconsistent in their behavior?

And of course my biggest complaint...is that there's only two levels! C'mon, I want more! MORE!

Jeez, I hate to say it, but I had an incredibly rough time with this game. Practically my entire playtime just felt like an absolute mess where I went from utter confusion to boring dissatisfaction. I'd like to think this has potential but it's quite difficult to see it in its current state.

As said, the initial impression was spent in confusion trying to learn the rules of the game and what the heck is going on. So many questions kept being asked:

Why is the only menu that is labeled the upgrade and exit: what do the other menu options do and why aren't they labeled? What is this tutorial trying to teach me? I like that it keeps things simple, but this is a case of being TOO simple! What is this menu that just popped up with a ballista button: is this a level up screen or something? Why do I keep getting goddamn interrupted every two seconds with this selection: I haven't even filled up the scrap gauge yet? Why when I chose a tower that time it wiped the entire map of enemies: you're not even gonna let me get the satisfaction of killing them myself? What's the damn point then? Why does only the starter ballista have this auto-target circle while the other similar ones don't? Am I even killing anything: it all just feels like a disconnected chaotic mess? Wait, why did the game just end with a goblin laughing: did I win? Did I lose? I don't think I got hit, so what happened?

And so on and so forth.

There's almost so much to point out that could be improved that it's difficult to decide what to say or where to start, but I'll try to limit it to a few key points for now:

1) Put more labeling and instructions and tooltips around to help guide players. Don't overdo it with walls of text or anything like that: less is more, but you want more than none, which is all you have currently. For example, put labels over the modes in the main menu, have the level up/upgrade screen be labeled at the top and put some instructions like 'pick a tower to add to your inventory'.

2) Have the level up/upgrade screen grey out the rest of the screen to make it more indicative that it has paused gameplay and is awaiting your selection. Also, have it appear with a bit more fanfare, like some sparkles or a literal fanfare sound effect, to make it feel like a nice event and separate the moment from regular gameplay.

3) Have more satisfying feedback for your towers damaging enemies: you know, sound effects and blood splats and stuff like that. In general the gameplay just felt so weird, like I wasn't feeling the satisfaction you're supposed to get from blasting enemies yourself. It's partly because its the towers killing them, but I think it's also because you can barely see your own bullets or hear/feel them hitting enemies, making it all feel so disconnected. I understand you're trying to make the screen less cluttered by muting your own bullets, but perhaps you could approach it differently, such as with colors/outlines to make things pop, especially since the game overall has a very dark palette.

4) Find a better way to introduce the whole aspect of only being able to aim certain towers in certain directions: the arrows do a pretty good job but it'd be nice if it could go a step further. It'd also be nice if this information was available in the tooltips in the level up/upgrade screen.

While I did have a really bad time, I don't think the concept is without merit: the twist of having to construct towers with certain powers and limitations could be cool as long as the game continues to get built up, I believe, so if you do continue, I'd like to see it in its final state.

FishDev responds:

Thanks for the feedback! I wasn't able to implement it all, but I've done some work and will be uploading a new build soon. From your feedback, I immediately added text to the menu options -- you were definitely right. More feedback on hitting was actually something I'd already been working on, more specifically damage text, though I like your ideas on adding things like bloodsplats and I'll see what I can do (without making the game run even worse on html lol).

As for the tutorial, I'm well aware it's bad and I'm actually working on improving it right now, though I don't think it'll be done for a little bit. I've never done an actual tutorial before so I wanna make sure it's actually, y'know. Good, lol. (EDIT: Done! The tutorial should be up-to-par, it still isn't very great but it should actually succeed at teaching players the ropes)

The fanfare's a good idea, in hindsight that's probably something I should have added even before release.

Your feedback was INCREDIBLY insightful, thank you so much!! Would it be alright if you added me on Discord so I could refer to you for future playtesting? If so, my Discord is @fartfish

Wow, found myself really getting addicted to this puzzler! The whole element of not being able to cross over yourself, except where you've gone pink, which can both be where you've collected a mushroom at in the past or where a mushroom has just grown, leads to some really mindbending puzzles! Definitely found the concept quite memorable and fun to reprogram my brain to get used to, and kudos to designing the levels and presentation well enough to teach this concept intuitively.

I will admit that some of the puzzles were a bit annoying as it felt like it was dependent on a lot of guesswork and assumptions to determine the order in which the mushrooms would bloom. As such, sometimes it felt more like I was not getting good at the puzzles themselves, but more reading the mind of the designer and trying to get in front of whatever trick they were going to pull.

All of this made it feel like you could only really solve the puzzle through trial-and-error, whereas if the game would do something like plainly number the mushrooms in the order of their blooming, you could potentially plan it out and execute on a first try, making it feel more fair. Luckily the ease of undoing, coupled with the bite-size nature of the puzzles and the badge/par system, made such redos feel alright and not much of an issue at all that hurt the game for me.

I'm not sure if I love the game so much to get myself through all of the levels it set up (especially since it doesn't seem to introduce any new mechanics or twists to change things up significantly, at least at a noticeable pace), but I still had a good time while it lasted!

Despite its rather simple graphical fidelity and basic automated gameplay, this game does a lot to make everything feel exciting with tons of juice and nice touches! Alongside that, the game also did a decent job at having various enemy types each with their own AI patterns (instead of the usual boring survivors-style dummies that just chase you), lots of weapon upgrades, some events that pop up, and different arenas which make you improvise how best to survive. I think there's certainly a lot of potential here and overall the game feels fun.

However, one of my biggest issues with the game was its pacing. It just felt like it was really repetitive and took way too long to get to a decent level of difficulty to make me engaged. On my first playthrough, when it came to around 100 kills and I was still fighting the same boring mooks, I was seriously considering quitting and not looking back. Eventually yes, it does introduce more enemy types and events to makes things more exciting, but they felt like they were spaced out too far and kept recycling before moving on.

It didn't help either that the game felt a bit directionless and pointless. Yes, there is a ranking system and I'm getting points and such, but it just felt like it was doing the same ol' same ol' and didn't really entice me to play again, especially considering I've have to go through that slow start again. I feel like if it had more unique events like the bomb event happen more frequently, and perhaps if it forced you to go to new arenas on a timer instead of on pickup and they got progressively more intense instead of random, and if you faced mini or final bosses and they unlocked higher difficulty modes or checkpoints or whatever, I'd be more inclined to play since it would feel like I can gauge my progression and it would keep things spicy.

There were also some other slight annoyances like how the arenas just feel so bloody claustrophobic and the enemies get so dense that it just feels silly and doesn't allow for much movement or space for player expression. Also the Ultra takes so long to charge up that it makes me want to not use it, and considering how powerful it is, I'm surprised it doesn't treat it with more reverence like having a special gauge that goes all rainbowy when its fully charged or something: having it just be some boring numbers in the corner makes me forget I even have it.

In addition to all the gameplay-related stuff above, I did find it odd that, despite the game being played with the keyboard, the menu navigation is done with the mouse, which isn't use in game. I would expect to be able to do things like hit enter to start the game and use the arrow keys to select ships: feels weird to be forced to use a whole other control scheme and then switch back when the game starts.

I do think the game is pretty solidly put-together and juicy and has good potential, but it's rough because, well, you can't escape the fact that it is inevitably going against so many other Survivors games on the market like Holocure and Halls of Torment and even Picayune Dreams and so on, and this, while nice, just doesn't quite have the amount of variety in its content, addictive sense of progression, or any other special selling point like a story or whatever that those games have to set it apart. Still had a good time with it while it lasted, but I just can't see me sticking with it without a more powerful hook.

WittGames responds:

Hello! Thank you very much for the exhaustive review. I'm going to release very soon the last update for the web version of the game before the final release on Steam. The new update will include a new type of "starter" enemy to make the start of each run less tedious. It will also include a new Event and an entire Card System to upgrade power-ups and weapons. Also, the full version will have more Events, an Upgrade System for spaceships and much more to give the player a better sense of progression. However, thank you so much again for the feedback!

Wow, quite the interesting puzzle game you got here: the usage of Pinokyo's extending nose was rather inventive and I enjoyed seeing the twists and turns it added as the game progressed! Puzzles were really well-designed and it felt like they intuitively tutorialized all of the tips you needed to learn well. Apart from that, the game was also decently juicy and smooth-feeling, and had some nice humor with all the quips that came up and the amusing ending.

While I enjoyed my time overall, I was a bit conflicted about the mechanic where you can shorten Pinokyo's nose by snapping it during a turn.

Part of me likes the mechanic in theory since it not only adds another layer to the puzzles to think about, but it also provides the player a bit of wiggle-room where they can recover from a slight error, similar to platformers which let you get a bit more distance or change your direction slightly during a jump by punching or kicking in mid-air.

However, whenever I needed to shorten my nose, it kinda felt like cheating, like I shouldn't be doing it. I think it was due to the fact that a) the initial puzzles and theme set a precedent that you gotta live with your lengthens and b) getting the nose to snap to a shorter length felt really fiddly and hard to pull off: I'd just mash the jump and turn keys and eventually it would happen. It just felt awkward.

Ideally, I think the puzzles should be built around not being able to shorten your nose: lengthening the nose should be a careful consideration as the player needs to decide when to lengthen it and how long to make it without getting stuck, planning their whole trip out. It makes sense since the puzzle rooms are so short and the nose is reset every room: getting stuck with a too long nose would only ever put you back a few seconds. But I could be wishing for something that I'd regret getting, perhaps, haha! Well, it's food for thought!

A short and sweet adventure that, while I enjoyed it, would've loved to see even more twists and mechanics get introduced!

Hey, this is a pretty cute little game: it's like a bullet-hell chicken version of Tetris 99!

I wasn't able to test out the online portion due to not getting any connections unfortunately, but I was very happy to see that the game was completely enjoyable solo with bots, so thanks muchly for taking the effort to include that! Felt like the game was well-crafted overall and very intuitive, thanks to the short and sweet tutorial and helpful in-gameplay tips like popups that explain powerups and the targetter at the bottom of the screen.

I liked the strategy and progression behind the game where, as a newbie, you can just aim eggs using the target at the bottom of the screen, but if you are good enough, you can aim using the side screen which provides more information at the risk of splitting your attention (for example, looking at the side screen could show up where your opponents powerups are and you can fire at those to trap them). Speaking of powerups, the large variety added a lot of fun to the game as well.

All in all feels like a solid concept with a solid execution. I'm not much of a multiplayer guy but I felt like this hit that sweet spot of a simple-to-grasp-but-hard-to-master party game and left me with a good impression. I'm not sure about the long-term viability of something like this as it might need more game modes and it could maybe stand to be a bit more juicy and satisfying with its feedback as some events like KOing players felt like they happened without me even noticing, but it was nice.

Wow, what a wonderful adventure you got here! Felt like this was very well-constructed and was firing on all cylinders: great simple premise, wonderfully animated and comical cutscenes, juicy graphics and effects, smooth and interesting control setup that allows for strategic use of two differently powered jumps, tons of challenging obstacles to overcome along with tons of secrets to uncover for the attentive player, some very elaborate and exciting bosses/setpieces, a large variety of mechanics that kept getting introduced to keep things fresh, and so on and so forth! I couldn't help but get addicted and play this all the way to the end in one sitting (and thank god I did because I would've been real annoyed to realize it doesn't save your progress!)

In terms of feedback for improvement, in addition to the note that there really should be a save/continue feature as mentioned above (I know it's short but it's not that short), there were some instances of strange sound issues: whenever you'd go into water, the music would suddenly only come out of the right side from then on with sound coming only out of the left, even after leaving the water, and it will only reset to normal when a new track comes on eventually.

Also, as much as I did enjoy the adventure, it did feel oddly paced at times: the battle with Bowser and the chase scene feels incredibly climatic despite being so early on, only for the game to continue on afterwards with normal puzzles, until another less climatic Pacman boss fight, then a sudden downer bad ending. I felt like the game could've been twice as long to give some new mechanics like the fans and such more time to breathe as they go by so fast, but perhaps it is best to keep it short and sweet. Well, it was sweet, but again, the downer bad ending was quite a sour note that did leave me a bit let-down.

...is what I would say, if I didn't end up playing it again and discovering that secret challenge path if you avoid collecting the goblet in the first place. What an awesome easter egg! I almost gave up due to annoyance from having my inputs screwed up by the freeze from the roars which felt very unfair, but I persisted and got the good ending in the end! Always love a challenge like that, just like how I loved all the challenge rooms for the secret treasures as well!

Again, great work on this: I had a blast and would've loved if there was even more to this game, but it is very good already, and I will just await whatever next big entry from you in the future!

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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