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FutureCopLGF

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Hey, pretty cool stuff here! Overall the game has a really polished and refined feel to it: everything felt really smooth, I liked the look of the art/animations, the sound effects and atmosphere were cool, and the neat touches like providing hints on the game over screens and hidden references and so on were great. Also I really appreciate that, despite being an April Fool's game where most people would just treat it as a joke, this actually had some serious effort put into its construction! I could certainly dock some points to this for just being yet another FNAF clone with a Henry Stickmin paintjob, but I had a good time so I can't fault it too much.

I have beaten the game now and had a short but sweet time with it (and enjoyed the Extras as well), but there were some tricky parts to learn at first, especially since I've never actually played FNAF before, and some annoyances with the game that I had to contend with.

*I wish the whole 'securing power terminals' was a bit more eye-catching as I wasn't even aware of its existence for quite some time, and I also wish it provided a bit more feedback when you turn it on since I wasn't sure how it worked, like perhaps having the power terminal shown on camera have its buttons change color or even have an animation of it slamming shut like the doors do or shocking whatever Stickmin messes with it. In a similar vein, it'd be nice if securing the vents would also have a graphical change that can be seen through the cameras as feedback.

*While merely hovering around the boxes to change views/interact is smooth and does reduce clicks, I sometimes wish it would require clicks as confirmation instead as I'd have some strange misinputs at times due to unintentionally hovering over a button. Sometimes I'd have the cameras flip up only to immediately flip back down due to the game thinking I hovered over the button again, for example. But worst of all was that I had one annoying death where I had a Stickmin at the door and went to close it, but my mouse grazed past the reboot monitor button which flipped it on and allowed the Stickmin to get in and kill me: argh!

Again, nice work with this!

BioPlant responds:

Thank you for the feedback!

Awww, ya really got my hopes up, what with the really cool thumbnail and FulpWare concept! I know, I know, it's an April Fools joke so I shouldn't take it too serious, and the fact that you did get my hopes up makes the prank that much better in a way, but still, I kinda wish this game had a bit more meat to it as it is pretty much just a glorified art gallery which is only a bit better than a slideshow. Don't get me wrong, it's nice to see all the great art and I like the touches of providing links to the artists and so on, but at the end of the day, it just ain't much of a game as it is lacking any sort of clicker progression or other mechanics and is just a reskin of an existing game (Pico Clicker). Again, I know I'm overdoing it, but I'd just love to see this get worked on to make it more of an actually fun clicker game instead of just treating it as a joke since you've got such a great team of talented folks, or even better, I'd love to see FulpWare the game for realsies!

Certainly gives me nostalgia vibes as it is pretty much a clone of The Impossible Quiz from back in the day. Can be pretty funny to go through and check out all of the goofy questions with equally goofy answers, and there's a nice assortment of trick questions that require lateral thinking (like having to click the question number) as well as minigames to keep everything fresh and exciting. Not too shabby!

Unfortunately, though, it rapidly just becomes frustrating and annoying due to the trial-and-error needed to guess what answer the game wants due to many of the questions just being jokes with no real logic to them, and making it all the way back to where you left off can be tedious due to some of the questions being minigames that slow you down due to required waiting. Maybe back in the day when I was younger and this type of quiz was fresh and new I'd have more patience to make it all the way through, but now that I'm older and this quiz is just a retread, I'm less inclined. Still, had a fair bit of amusement with this trip down memory lane while it lasted!

octopus58 responds:

Thanks! It's mostly a throwback type of thing, so I can see why it can be frustrating with the nostalgic factor excluded haha. The minigames were actually new to the sequel since the original was way too simple/a little boring even. But I'm glad you had some enjoyment from it :D

Decently fun little dress-up game! Reminds me of the Fashion Report in FFXIV where you build an outfit and are scored on how close you meet the style the judges are going for. Had an alright time trying to piece together a 5-star outfit and looking at some of the more oddball dress options.

It was a bit confused on how to go about piecing together a 5-star outfit though. It almost seems like the game has a bit of a 'tell' system where you can subtly notice what pieces work the best by looking at the facial expressions or dialogue from the client when you try something on, similar to something like LA Noire interrogations, but it's very inconsistent at times: sometimes I'd put a piece on a client and they wouldn't react at all, yet moments later I'd try the same piece on and suddenly they're reacting that they're all about it! The inconsistency leaves me in an awkward halfway state where I'm unsure if I should follow my own style based on the initial client prompt or just keep brute-force trying outfits until the client directly drops hints on what works: I guess it's supposed to be a mix of both.

Basically it's fun and cute overall but can be a bit of an annoying and repetitive trial-and-error affair when going for the 5-stars. Also the sound can kind of wonk out with strange delayed fade-in-outs.

Really cool game! Gave me Jump King vibes with its charge-jump based movement. Was really impressed with the level design that kept me hooked with its various challenging layouts, constant introduction of new mechanics like buttons, switches, the trashcan with wheels, and so on! Game also just had a really funny concept, charming presentation, and great music! All-around feels like a really solid game with great design. Absolutely loved the cool cold open where you go through the tutorial and it sweeps up for that title drop: stylish as heck!

It wasn't all good times for me though, unfortunately. One big frustration was the controls:

*I had a lot of difficulty getting used to holding a direction to both point in a direction and charge: kinda wish they were separate buttons as it felt very awkward. S'not bad and I could get used to it, just felt like maybe you were unnecessarily making the controls different from Jump King instead of just embracing what works.

*Charging also felt really weird where I would constantly try to half-charge but end up jumping way harder than I expected: felt like the charge time was too fast and finicky in that way. Again, I was getting used to it but it felt less intuitive than other games.

*Despite using a controller as the game recommended, the game 1) didn't display controller-based tutorials and kept displaying keyboard-based tutorials 2) didn't let me use the d-pad as it kept wonking out and not reading inputs properly for it which left me using the analog stick instead which I didn't like. Maybe it just didn't like my PS4 controller?

*Finally, there were several times where the controls just fully glitched out and stopped working properly. Like, I'd hold down a direction to charge up a jump and instead nothing would happen, or it'd do a little hop, or charge up but then just stay charging instead of jumping when I let go, and so on and so forth. Sometimes I'd get it working again if I spaz out enough and jump out of the trashcan and so on, but ugh! It wasn't even just my controller as I'd switch to keyboard and it would still be glitched out.

More so than the controls, however, the lack of a save/load or level select functionality really hurt me. I liked this game from my initial impression and wanted to take a quick break before coming back to it, only to find I'd have to start the game all over again! As much as I want to get to the end and beat it, it'd be such an annoyance to have to replay some of the levels all over again, especially that level where you need to backtrack multiple times to bring trash cans to place on buttons: fine on a first run, but to do it again would be so tedious!

I'm still overly positive on the game and think it's really neat, but yeah, the wonky controls and the lack of a continue option really hurt this for me. Looking forward to more, though, and maybe it can be patched hopefully!

EDIT: Got to the end on a replay and had a good time! While I did encounter some more bugs and such I was really impressed at the amount of levels and how challenging they could be, as well as how funny and stylish the game looks and sounds!

MadNukin responds:

Hey thanks for the review.
The control scheme for me felt okay, I didn't experienced any bugs with them, so I really don't know how to improve them.
I didn't have time to add the load/save system, but I understand your criticism.
I'm glad you still enjoyed parts of it.

For an april fools game, this was actually kind of interesting! While the game definitely has a jokey low-effort feel to it, the actual gameplay and strategy of shooting as few bullets as possible while angling them precisely to ricochet and kill all the targets was very fun to puzzle out at times! Was surprised as well with the amount of content in separate campaigns and tons of hand-crafted levels, as well as the funny screams! Always like it when a game actually puts in some effort despite being just an april fools gag.

However, maybe for that same reason of it being an april fools game, there was a lot of confusion and uncertainty with playing the game: for example I couldn't be sure whether I was actually supposed to be able to move or whether you're supposed to be still, as perhaps the movement controls are just hidden as a joke, who knows? Also the low-effort presentation made me less motivated to keep playing since it made me feel like it was just supposed to be a joke and not lead anywhere or worth getting high scores when the physics seemed wonky and I could just cheese it by blasting hundreds of bullets and just winning through brute force (though there were some levels where even that didn't work, so maybe if the levels actually had some sort of developer's bronze/silver/gold par score it'd give me more confidence in their design and a goal to strive for).

Goofy little april fools game! I appreciate the interesting twist on a typical dress-up game where you upload your own doll, so to speak.

I was a little disappointed at the lack of options though: not only are there barely any elements to play with and put over the picture, you can't even transform/scale them at all so they can match the uploaded picture closely (for example, my uploaded picture had a face which was much bigger than the clocks provided so it didn't fit) nor can you save/print/export your final clockify'd picture to share (beyond just print screening, I suppose).

Was also kind of expecting the game to auto-clockify an uploaded picture through face recognition and such, like you see on phone camera apps, but I realize I might've been asking too much from a april fools gag game (you got my hopes up tho!)

Little-Rena responds:

Sorry, I made it in 5 minutes lol

Oh boy, despite how cute the graphics are and how neat the music is, this unfortunately was a big miss for me. To be fair, perhaps I didn't play it in its ideal condition since I was doing a 1 player run instead of playing with another person, but I sincerely doubt having 2 players would've helped with the issues I had to contend with.

To start off with, the presentation of the game felt really bad with incredibly boring and gray levels, along with an irritating scan line filter which hurts my eyes due to how distracting it was (definitely feel like the opacity on this should've been turned way down, or just get rid of it outright).

The worst of it all was the core physics of the game which felt so inconsistent and janky. I'd be trying to make the guys jump off of each other's heads to reach higher points and it was wild: sometimes their gravity would suddenly increase and make them fast fall, sometimes they'd jump high and other times jump low making it impossible to tell when to move, sometimes they'd just slide off to the slide despite me not touching any sideways keys, and so on. I just couldn't trust the game! To add insult to injury, I felt like the characters just moved way too bloody fast which made it all the more annoying to try and line them up for cooperative jumping maneuvers.

It really made me feel like I missed something due to how difficult it was right out of the box to get anything going, but I feel like I did my due diligence and gave it all I could without much success. The game lost my trust due to how it seemed like it just could've produce consistent physics and I gave up pretty early on around the third or fourth level.

I'm, uh, looking forward to Orderless New Skies though!

Interesting little game! It's got a cool and chill aesthetic to its presentation and despite not having any overt tutorial or explanation, I liked figuring out how everything worked due to its intuitive nature. Gameplay was pretty neat with a nice variety of enemies and a focus on precision shooting where careless shots will result in a new obstacle that you need to contend with as they loop back around and threaten to hit you with a vengeance!

In terms of feedback, I was a bit surprised that the increase of difficulty is handled through new clock hands that can get in your way, instead of the typical increasing enemy variety and density: not a bad thing but it can make the game feel a bit repetitive. While I was fine with our own missed bullets looping until they hit something, be it enemy or me the player, I was frustrated that enemy bullets will also loop but they will do so forever until they eventually hit you, and only you: it felt too punishing and I'd prefer if they fade out after some time or can also hit enemies.

The appeal didn't last forever for me since I wasn't sure how long the game goes and there wasn't a high score table or anything like that to encourage competition, but it was a nice and interesting experience while it lasted.

true-narwhak responds:

thank you!! im glad you enjoyed it!! and yeah the whole weird difficulty curve, and lack of highscores were absolutely the weakest points in the game. i didnt put enough care into those departments and it definitely shows

Wow, this was a nice little puzzler! Love the general cute presentation and theme behind it all and I loved how smooth and intuitive the wrapping mechanics played out: even when I tried my best to break it by wiggling around like mad, everything would remain consistent with no errors or strange behavior. I especially loved the way the worm would talk to you to drop hints on what is missing from your current solution, be it length or mushroom lighting and so on: very cute and clever in how diegetic it is!

As slick and cool as it is, the puzzle-solving element of the game can be a bit frustrating at times due to how trial-and-error it is: sometimes I'd solve levels immediately with the first thing I'd try, and other times I'd be going through so many different configurations before finally getting the one the game wanted. There just doesn't feel like there's a way to be smart about it than just brute-forcing it and getting lucky, unfortunately.

Despite the trial and error nature of the game and the dumb ad at the beginning, I found myself really getting addicted to this! Nice work.

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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