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FutureCopLGF

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Huh, not a bad little adventure here!

Quite the fun concept and its no slouch when it comes to presentation with lots of charming graphics, a goofy story, and impressive attention to detail, like the gross sounds when you uproot something with your grappling hook, yuck!

It definitely is a bit janky with awkward platforming collisions and physics, frustrating due to the busy work of being forced to make multiple trips, and it was a bit disappointing that I couldn't use the hook for fun movement and there was no scoring system as well, but I felt like the game kept me addicted all the way to the end with a good sense of progression by changing the layout and increasing the challenge, so well done on this short and sweet adventure!

Wow, was quite impressed at this game! Definitely gives a solid first impression with its amazing title screen, and continues to amaze with its charming graphics, unique and interesting concept and just all-around solid craft to it. It's no slouch when it comes to the little things as well, such as having the tutorials no longer appear on repeat playthroughs, different patterns and abilities for each character, cool game over screen, and the satisfying sounds that play when picking crops: amazing that you were able to do all of this, let alone in a game jam time limit!

I did find the game deceptively difficult though, and in a rather frustrating way. There were just so many times that I got caught by the farmer in a way where I had absolutely no way to anticipate or avoid due to the incredibly limited view and lack of being able to cancel a pick and so on. I like a challenge, but it just felt unfair at times: would've loved if there was something like a good directional sound system in place where you could listen to the farmer's footsteps or something like that to help expand your view through audio.

As hard as it was though, I just have to keep playing due to how well-crafted and unique the game was, and I did eventually win (though sorry pepper guy, we'll see you when you get out!)

Not bad, but definitely in a rough draft state at the moment where it doesn't have a significant gameplay loop yet.

Flying around and collecting crops is pretty fun due to the nice classic Asteroids-esque physics, and there are some interesting subtle touches like how the crops grow up and even sway when you pass by them, as well as how you can get caught in a planets orbit if you stray too close, leading to a bit of risk if you just go full speed all the time which makes you think more about movement.

But at the end of the day, it just didn't feel like the game had much to it and gets repetitive and pointless rather quickly, as it is lacking any sort of goal, scoring system or time limit to give incentives to planning out a route efficiently or racking up combos with big hauls, lacking significant and varied opposition beyond the dumb chasers that can be easily avoided by always gunning the engine, and lacking any cool risk/reward mechanics to spice things up (like maybe hauling a lot of crops weighs you down, but gets you a better cash-out if you take the risk to do so).

It also didn't help that the game was very lackluster on the graphics and audio front, so there's no juice or satisfying punch to the game yet either.

Certainly could be good if it had some more work done to it, and I do understand how tough it is to make a game in those incredibly short game jam time limits, but I gotta grade it for what it is currently, which is unfinished, I feel.

Cute and fun little game! The presentation is overall very charming and the chaotic nature of juggling zombie killing with crop-growing was very amusing and creative. I liked the little extra strategy of saving enough blood to grow the bullet plants to get ammo for the shotgun in a pinch: would've loved to see more strategy elements like that pop-up as the game went on.

While it was nice, there were definitely some annoyances that got in the way of me enjoying the game. For one, getting used to aiming the water bucket and the auto-aiming system was very difficult at first, and in fact I still have some awkward interactions with it even now after practice. Two, I come from Harvest Moon sensibilities where sickle-ing your plants means destroying them, not harvesting them, so I was a bit confused at how to progress and why my character kept trying to auto-target the plants since I thought they were destroying them friendly-fire style at first. Finally, it was annoying how you could wastefully pick up more blood than you need to, and also pour more than needed as well.

All in all, I had a pretty good time with the game despite some minor gripes, though I'll admit it got monotonous rather quickly: with no major gameplay innovation to spice things up as the days went on, the story intermissions were not enough to keep my interest alone. Still, good while it lasted.

Wow, quite the interesting and fun puzzler! Despite being quite complex, I found the game very intuitive due to its clever use of symbols, tooltips, feedback, and so on and so forth, and it didn't take long for me to get quite addicted at growing some perfect crop arrangements to meet the ever-increasing demands! There were some rules that were a bit confusing for me to grasp at first, such as how the pig herbs need to be surrounded by 3 crops but I wasn't sure what counted (such as whether diagonals counted) and I was confused at the purpose of the footsies, but for the most part everything could be grasped with a little trial and error. Overall this felt well put-together and polished and I had a good little time with this!

Not too shabby of a concept and has some cool presentation to it, but ultimately the design felt a bit confused and frustrating to get used to.

The game makes a pretty good impression at first with its charming explosive title screen and funny graphics, and it goes on to have other nice touches like the way your character skeedaddles away to the next level while displaying the scorecard and playing a jaunty tune: always loved to see that. At the heart of it, the golf gameplay is pretty decent with a large variety of courses with all sorts of obstacles to contend with, and I really did want to enjoy my time with this (and did, at least somewhat).

But unfortunately, the game started to lose its luster quickly. First and foremost, the game never explained the controls at all so I had a real bad time figuring out how to clear out bushes and the like: would love a tutorial or the very least a how to screen for this in-game. Speaking of those weird controls: I appreciate the thought of trying to spice things up with whacking bushes/levers with your club and finding items and such, but it all felt rather pointless: just some annoying busywork to clear the course before you can actually play the game. The aiming was a very imprecise pain the butt as well: I know you eventually patched in a way to more precisely aim, but 1) I don't know why this wasn't the default and 2) it's still not explained in-game. Wrap this altogether with a complete lack of any sort of music and the game just became very boring to play.

I definitely think the game shows a lot of promise and ambition, but was just a bit clunky in its execution. If the core gameplay was just polished up a bit more and the more superfluous elements were redesigned, I think this could be great!

I've played a lot of wonky physics rage games in my time: Getting Over It, QWOP, Surgeon Simulator, Mr President, The Professional, and so on and so forth, so I'm no newbie to this type of stuff. I'd like to think that this game is perfectly fine and just takes some getting used to, but after trying my best I felt like I had to call bullshit on it.

I certainly gave it the ol' college try and tried to get used to the controls as much as I could: figuring out whatever scrap of tech I could muster. And indeed, I was able to do...whatever the hell I did well enough to get through a level or two. The sense of exploration and experimentation in this game was fun, in a sense, and the struggle was real.

But as said before, I think this crosses the line from being a well-designed rage game challenge to just straight up wonky jankiness that uses "rage game" as an excuse. A lot of those rage games always felt that they had a method to their madness, some intuitive design that, while difficult to grasp, could be uncovered and perfected. For example, I absolutely love the feel of the hammer in Getting Over It: the weighty way it moves and bends, the friction it creates when scraping different objects, it really becomes an extension of my being and movement becomes fluid. For this, I dunno, it just felt too flippy-floppy and ill-defined to get anything done with any sort of accuracy, and just felt incredibly frustrating. Even when I did find a workable method, it lacked satisfaction using said method. It was also lacking elements like cursor lock to keep me from clicking off-screen when making big movements.

At the end of the day, I will say that the victory of beating what few levels I could get through will live on in my memory. So while I have gripes with this, I think that's quite the accomplishment for both of us, haha.

Maybe I'll try again once I work up the patience: who knows, maybe I'll change my mind if I'm able to make it through more (but don't count on it).

Another interesting chapter in this adventure! My first playthrough had me go what I felt was the intended story route of making it to the southeast airship and skeedaddling (but getting in a big surprise fight on the way) while my second route had me trying to save up money to at first buy magrits but instead stumbling upon the power of fire and burning everything away instead. Both were pretty enjoyable in terms of discovering the mechanics of the game and exploring around, figuring out the best route while being shocked by some twists. I felt pretty intimidated by the scale at first but it wasn't anything compared to episode 3 with the maze: with the map and the hints supplied here, this was surprisingly no problem and I can see myself going in for more endings.

While I enjoyed it, this one did have a lot of weird oddities which made it a bit annoying. For example, I dunno how the heck the airship bullets worked and what was going on with their physics. It was so difficult to tell how to fight properly so I just spammed bullets and that unfortunately led to me spamming past whatever their last words were. For another example, the fact that attempting to move to face a wall when standing next to it facing 90 degrees away makes you walk around it instead of just facing it made certain interactions annoying as well, such as burning the trees. All in all, though, it wasn't anything major that impeded me and it was still a neat little adventure!

adriendittrick responds:

the confusing airship bullets are intended because they're a reference to the very first game I made, if you're interested you can try it here (you might need a second player):
https://adriendittrick.itch.io/i-remade-my-very-first-gm6-game-from-memory

This game really sent me on a ride: lots of ups and downs, but mostly downs, unfortunately.

Definitely didn't start off with the best first impression, what with its misaligned text-input on the starting screen which made me unable to type in my name, lack of instructions on how to play, and the first few levels being incredibly unchallenging and boring, not helped by the dreadful 3 second music loop.

Once the meteors starting firing off and the music popped off as well, however, things were looking up! There were still some weirdness like how the meteors could collide with background elements like trees and grass instead of just the foreground floor tiles, but the game started to get challenging with the need for both jumps, dashes and jump-dashes to make it through the ever-changing landscape from meteor impacts deforming them. Felt compelled to go fast!

As it went on, however, the game plummeted into an absolute disaster for me: the meteors just became too heavy in number and being randomly-generated, leading to tons of unfair situations that made it impossible to progress from player skill, but luck only. Combine that with the dash being incredibly awkward to get to work when jumping and the game became too frustrating to continue for me.

It's not a bad idea, having meteors crash into the environment and deform it as it can lead to dynamic play and quick reactions from the player, but this game just went too overkill on it and made it too easy to get softlocked. Food for thought, I suppose!

SleepinPanda responds:

Thanks for the feedback! That's it. I mean, really, this game was made mostly to experiment an idea. And I tried to go as far as possible with that idea. Ship it like it is, and get players to test it. Love it or hate it. Whatever this was just an experimental prototype I tried to polish it as best as I can.
This meteor gameplay is going to be part of the main game I'm building, but I'll build it differently and avoid that much luck/randomness thing.
Thanks a lot for the constructive feedback! This really helps and you guys around here are awesome! <3

Hah, it certainly does capture that old-school Newgrounds edgy aesthetic, along with the classic "pick an animation" button style gameplay, so not too shabby in that regard! I did find myself a bit disappointed with the options, though: I liked the Fire and Knife options since they had amusing twists to them that served as a funny joke, but the rest of the options just played out normally with no creative twist to them. Just wished there was a bit more to this instead of playing it so straight: take it as a compliment that you got my hopes up, I suppose!

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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