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FutureCopLGF

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I do like the intention behind this event: collaborations are wonderful community events and it's great to see all this wonderful art and get people to interact and celebrate with each other. For that alone, I think it's very nice. But despite my best attempts to participate in the event throughout the month, I couldn't help but feel let-down: not only does it just feel not well-constructed, it even feels like a downgrade from previous iterations.

First and foremost, the game just felt really badly put-together. For example, I found it very difficult to interact with objects: you'd think you'd just be able to click on something and have your character walk over and interact, but tons of times I found that I needed to manually place my character below the object (and nowhere else, heaven forbid) and then click on a spot not even on the object to get the interact to work: incredibly awkward all-around. I also had multiple times where I'd just start walking into the sky or going into the black zones because of shoddy collision/boundaries. The game crashed on me whenever I tried to go into the bathroom in the cafe (I only ever got in there a single time, which at least proved it wasn't some weird intentional crash). I couldn't ever trust who was real and who was some sort of NPC or player who crashed and lost their session or something: there were tons of copies of characters just standing around: it made the world feel robotic, untrustworthy and lonely. Presentation also felt lacking with the links to profiles for artists just being really bland boring text with no hover-over reaction or framing. And so on.

As an example of it being a downgrade from previous years, I thought the introduction here was way worse and most indicative. The previous one had a nice little story to it: you pick up a note inviting you to a party, take a silent journey through a beautiful landscape, it starts all dark but gets brighter and brighter with anticipation building up, and arrive at the party where the music kicks in and you join the fun. Here, you start in a bland, boring field with a dull blank sky, walk to the right for a couple of seconds and enter the party with no fanfare, no music, no sparkly wonderment to be found at all (why in the world do you need to manually turn the music on?)

It also just felt so lonely due to the lack of any meaningful interaction between people. I can understand if you don't want a chat because you don't want spammers running rampant, but only having a single heart emote as means of interaction felt so pointless. I would've loved to ask questions if I was lost, chit-chat or click on people to get to know them, do some funny emotes with people and maybe setup a dance-off or some synchronized event, react together when watching a movie: you know, all the typical type of stuff you'd see in a chat room or twitch chat or MMORPG. All you can do in this is go and open your presents and play the arcade games (which are single-player instead of a fun multiplayer event with your avatars) and it made it so boring for me.

Again, I really wanted to enjoy this. I saw the ad for the Sketch collab and joined right on time and was looking forward to join in with everyone and have a good time watching and reacting. However, all that happened was confusion: I thought I arrived on time, but nothing happened while I waited in the theatre with a ton of people (who might not've even been real due to the many clones I saw). I tried leaving the theatre and going back in, hoping it would reset, but nada. I wanted to ask the BrandyBuizel clone at the sign what was going on, like if I got the time zone wrong or something, but oh wait, a) there's no chat b) there's no guide or system-wide message or billboard telling people what the event details are c) he probably isn't even real but just an NPC Brandy. I left disappointed. Even when I went back another day and successfully watched the Sketch collab, it just showed it full-screen instead of within the movie screen, which felt pointless: surely the point of watching it here should be so I can chat with other people as we watch and see their reactions pop-up above their heads in their seats? If it's just going to be full-screen, why don't I just watch it on the actual page?

Anyway, sorry for the long screed. Maybe I'm just misunderstanding what this is going for: perhaps all my complaints for it to foster more social experiences like a chat room/twitch chat or the Golden Saucer from FFXIV are unwarranted, in which case I apologize. Maybe you're suppose to use discord in conjunction with this? Anyway, I still think this has its heart in the right place, but can't help wanting more.

GeoKureli responds:

we never got the mouse interacting working the same after converting the game to HD (which messed up all the coordinates). Thruthfully, I wasn't available as much this year and the game suffered from it. Also I assumed most people use keyboard to move and interact, which was how it was generally tested, and no one really mentioned the finnicky mouse interation (Though, it was a known issue).

I'm really hoping someone else takes up the mantle on this next year because it just doesn't fit into my life, anymore, and the project suffered because of that, even though we had more contributors with higher talent, than ever.

Thanks for the review

Whenever it comes to games like this that look kinda crappy, I always hope that it is some sort of trick that hides a very impressive game past that veneer. I've been surprised a lot on Newgrounds with games like that, but unfortunately here it just seems to play it straight where yes, it is indeed that bad.

It got my hopes up with its amusing awkward narration and level design that seemed to have some sort of pathing to it with interesting leaps of faith, and I did have a couple of laughs at my deaths where you just stretched a spike very long to create a death zone. But the awkward narrator voice is already something I've seen a hundred times before and executed better, and the level didn't take long to get frustrating with its awkward collision and confusing pathing, not to mention the annoying controls with jumps that you can't control the strength of.

I know it's all for the 3 star jam so it was somewhat intentional, but I think you overdid it somewhat and fell below the standards of the jam. Maybe that's admirable in a way? Most other people couldn't help but make their games too good for the 3 star jam: at least you played it straight.

SoftwareDrinkware responds:

I did actually have other stuff I was going to make for this, and it came a lot worse than I wanted lol. I got confused with the dates when you needed to submit the games and ended up just cutting out everything I had planned for it in fear of missing the deadline and instead threw together this heap of work with what assets I had made. In the end though it sure is mid lmao. Nice in depth review though, I appreciate it <3.

Cute little game! Certainly has the same funny charm as seen from previous Fiss games, and the graphics are...well-done as usual. Had a decent time making my way through the puzzles: found it funny that my first time doing a 3x3 took 5 minutes, but then after that I got in the zone and was doing them within 1 minute (until I got to the final puzzles which took way too long again, haha).

It's nice and all, but I couldn't help but feel a bit let-down. Maybe it's unfair to compare the two, but I absolutely loved the previous Fiss adventures which were huge and complex affairs (if you pardon the pun). For the next entry to just be a bunch of slide puzzles...I don't mind it being something different, but slide puzzles are like something you'd get in a bargain bin, or as a mini-game within a bigger game, so for it to be all we get this year was a bummer for me, and no amount of horny pictures makes up for that shallow and uninspired gameplay.

I'm not really a fan of slide puzzles anyway, so perhaps you could say it's just not my jam. But I suppose just take it as a compliment that you set the bar so high that my expectations couldn't help but be higher!

Cute game with a pretty decent first impression, but didn't have the clicker appeal I'm looking for.

Everything was pretty ok when I started out: graphics were nice, I liked how buttons reacted when hovering over them, I thought it was cool that the score counter reacted on a digits basis instead of the entire number, I liked the strange little character in the corner that gives info, and above all it's Peter the freakin' ant, what could go wrong!?

Unfortunately the game didn't really have much to offer beyond that. What I really like about clicker games, and other similar upgrade-based games like Vampire Survivors or Risk of Rain, is seeing the absolute fireworks display that ends up happening over time as you build up and up. All of the upgrades in this game were practically invisible though: if you were to take a video of someone just starting out and someone in the endgame for this, they'd look practically the same, and I found that incredibly unsatisfying. C'mon, wheres an actual animation for bonking Peter with a hammer that actually changes to represent what hammer you have? Where's all my moles I've bought and why aren't they on the screen clicking away and helping me out (why's it only the glaggles that appear, and why are they so static and boring)? I want more excitement and a sense of progression! Also the game just goes by so bloody fast, it has no challenge or sense of pacing: despite not liking it so much, I ended up getting all of the achiveos in no time flat.

I appreciate that the game at least tries to have sound effects for all of the upgrades, but it felt very lazy and also descends into eardrum-destroying territory, making me almost not want to upgrade. With a little more elbow grease into the visuals, I'd say this could be fun, but at the moment, no go. Still, I understand I'm probably taking this too seriously, so jokes on me, haha!

Roza responds:

not reading all dat

Pretty neat game! I definitely took the hard way by not reading the instructions provided, but despite my initial bumpy first impression (which I suppose is my fault) I still felt like I got to terms with the game and ended up having a good time, which is quite the achievement!

I feel like the game is very well constructed: love the various animations for actions like having a card get highlighted and float when it is selected, and the effects that act out when you play a card, like how the icons zip up to the top part of the HUD and add to the counters. These elements, along with other subtle things like how the screen shakes and plays a bad sound if you attempt to do something you can't (instead of just giving no response), the way it warns you if you try and end a turn too early, and the contextual control instructions always displaying at the bottom so you know your options, not only make the game feel fun and juicy, actually make this complex game rather intuitive without even needing to consult the outside instructions. Despite my rough start, I felt like I was able to gather all the info I needed to be able to play within the game from trial and error.

It definitely could do a bit more to help, but I understand the Pico-8 template is limiting with the space it has available (I mostly mean screen space, but I imagine data space as well) For example, why does the game even bother starting without just forcing the first draw? I understand not forcing a draw later on since there can still be remaining choices, but I feel like that would help a player see how to start out and hit the ground running instead of starting blanky at these cards they can't do anything with. I felt like you did a pretty dang good job with the limited space already, though.

There were a few bugs I experienced here and there, like where my cursor would remain over an empty card slot and it'd give me options to use it as if it still existed, only for it to not respond to those options and for it to disappear once I move away from it. It was also sometimes tricky to navigate around, for example where sometimes when I go up it takes me to the graveyard instead of the boss which I expected. I also still am not sure I understand the destroy card option.

These card games aren't really my jam so I'm not the intended audience, but I gotta give big props to this game for hooking me in despite all that and the initial confusion: the juicy and reactive menus just gave the game such a good feel to it that I put faith in it and wanted to push on and learn!

Elastiskalinjen responds:

Thank you! Yeah, there is a reason there are very few card games in pico8, and I was fighting with the limitations both in screen space and in tokens the whole way. That's why I decided to revisit it and create a full version with a tutorial, better guidance in general and also tons more content!

Wow, this game is really going places! I feel bad for calling it the most 'sane' adriendittrick game I've experienced: I suppose it still makes some sense as it's probably the most potentially straightforward if you just mainline the first endings, but doing so would miss out on all the crazy interconnected elements that this game has!

Learning information like names and ages from this and going back to previous chapters to plug it in and see what happens, or knowing that information in future chapters might help with mysteries like the maze and so on is very fascinating! It's like a weird Virtue's Last Reward or Majora's Mask experience but spanned across multiple games, or perhaps like a Metroid map, where every time I play one of these games, new paths blossom forth on the mental map of the current and previous chapters to gain access to other endings and so on.

Of course, even discounting the mysteries that cross games, there were plenty of cool mysteries in this game as well. Learning how to exploit coyote time to get through the jumping puzzle, the amusing way the camera was used to hide spikes (look at the platforms above to figure out where they are) or to allow you to eavesdrop on conversations, those strange entities or upcoming traps, being able to race to grandma and get access to a boss fight that I have no idea how to beat: so much craft and care in the experience!

The game does still overall have a janky, clunky feel to it all with stiff movement and odd/inconsistant physics and collisions. Exploiting coyote time to get through the jumping puzzle was a bit of an odd stretch: typically I'd call it bad programming if a game is built like that, but for a weird game like this I guess I give it a pass. Luckily the game never demands any perfect play and it's quite generous with restarts and continues, so it's not necessarily an issue, but it can still have a subtle effect in making the game feel somewhat unprofessional to a player, diluting its appeal and potentially making a player less willing to stick with it despite its hidden charm and depth. Course, the clunkiness and low-effort look can also give it another layer of 'mystique' to certain players, so its a mixed bag.

Again, major props in creating this hidden depth through this series with its inter-connected mysteries: it's a ballsy move since I can't imagine everyone is going to experience everything on offer, with a vast majority most likely just getting the general first endings and that's it. Hell, I doubt even I will uncover all of the mysteries in this, and I'm a fan! I really admire the effort in crafting this.

Oh by the way it took me an embarrassing amount of time to get the pun: their name is Ran, as in, The Wizard Ran.

adriendittrick responds:

oh cool, you've played the second one :)
Yeah I'm glad this series is having a nice amount of success! (so far I have 4 chapters out and all 4 chapters were nominated for game of the month X) ) next one might be a bit more janky too :p

I will be experimenting a lot with this series though, so you should expect more rough edges here and there. But also specifically for those games I don't mind players being less willing to stick around, the TWR series isn't for everyone and that's normal. Add to that the fact that those games take about 2 days for me to make.

Cute little game! Reminds me of those health-conscious edutainment games like Captain Novalin and such, though I found this to be way more fun than those ever were.

The rapid-fire decision making that this game calls for when juggling so many goals and systems and red herrings that serve you trick you makes for a very addicting, simple-to-learn difficult-to-master gameplay loop that I very much enjoyed. For the most part, I felt like the game did a good job at slowly increasing the complexity as it went to keep me hooked, with elements like only being able to eat certain apples, some apples containing worms, bad objects that look like good objects, and so on and so forth.

I say that, but there was a bit of a lull period in the middle where it felt like it got too easy and I was about to drop it, but it changed things up enough near the end to keep me hooked (perhaps the game could've been compressed a bit more to not wear thin, or more interesting red herring objects could've been introduced in that lull period).

All in all, it was a fun, short and sweet challenge that I very much enjoyed! Got to the end and I very much appreciated the inclusion of a save/continue option when I had to step away momentarily (which can be unfortunately absent in a lot of these short games)!

Heh, not bad! Certainly reminiscent of those old Newgrounds Assassin type games where you beat up a celebrity. This game does have, despite its low effort appearance, plenty of subtle effort put into it actually through its many detailed and smooth animations, decent all-around graphics and charming sound effects. Found myself chuckling at some of the fatalities like the coffee and fan fatalities.

Having said that, though, the game was a bit lazy and confusing in some aspects. For example, I found the punch/knife/gun buttons really lackluster: you'd expect multiple repeated punches to escalate the damage they pile on until their face is all mashed up, but it never goes beyond the damage you get from the very first punch. Even worse, any damage from an attack, like a knife, gets removed when you select a different attack, meaning you can't get any big combos and lasting damage going.

Finally, the biggest issue was that I have no idea who this woman was, so it felt really confusing to heap so much abuse on them. Assassin-esque games like this are usually about targetting someone that everyone hates and would like to see get punished and feel carthasis from it: I dunno what carthasis we're supposed to get from this random woman.

Anyway, I'd say it is a decent intentional 3 star game which is what it is going for: alright in concept and shows promise, but has a rather confused and lackluster execution. Well done!

Pretty neat game! I thought this had a pretty good concept to it and also had a good sense of progression to the presents that slowly built up dread and tension to the finish. It's a short but sweet horror adventure!

Having said all that, I was a little disappointed in some respects. I felt like the game started to drag on a bit in the final sequence with minor additions like red lighting and such, which felt a little silly: would've been a bit more powerful if it ended quicker while I was still engaged, and maybe introduced more cool changes like maybe a chase event. Also I felt like the game relied a bit too much on eardrum-shattering jump scares: would've loved a bit more subtlety and a more intriguing plot or story that gets uncovered. Also a lot of the scares were just goofy and practically comical in retrospect: the cheap clip-art looking eyes that plaster the walls, the low-fi polygonal teddy bear at the end, and so on: would've much preferred some more scary attackers with more unique designs and effort put into them, I dunno, at least smear 'em with blood or something, haha.

Still, for something made rather quickly, I think it had some solid fundamentals: it was a good concept with a nice sequence of events that was just flubbed in some of the details in my opinion, but overall well done! I still consider the jumpscares a cheap shot, but I did feel rather immersed and tense through my playthrough, so nice work (though I am a pansy, so take it with a grain of salt, haha)

Hmmmm, this one was a bit tricky for me. I really like it in concept: swinging this sword around to stylishly slash projectiles while also being careful not to swing your crosshair into enemies and take damage. An interesting and chaotic multi-tasking battle! But in execution, I just felt incredibly confused on how to control and play effectively.

First impressions were a bit odd: the game used a sword icon for the thing you are magnetizing toward the crosshair, but it kept pulling the handle towards me and not the blade, leading to me hitting enemies with the handle instead of the blade during a pull which felt bad. Not only that, but you could hit enemies just by clicking the button for a sec to make the blade red: feels like that shouldn't be allowed since there is no strength in motion. Swinging the sword was possible with big motions, but it felt really unintuitive and difficult to pull off. It almost felt like the game should just be about attracting an orb towards the crosshair, an orb that discharges electricity when you click: that's what the controls felt like they were built for, in a way.

It felt like the most effective and safest way to play the game was to just sandwich an enemy between the crosshair and the sword and click to pull it towards you, making it hit during transit. But it felt really unsatisfying because you're just bonking the enemy with the handle instead of the blade, which a sword isn't built for. So I would try and do big swooshy motions to swing the sword and hit enemies with the blade: this had the effect of making satisfying feedback when hits were made and also made the power-ups work, clearly giving me thought that this is the intended play. However, this was incredibly unsafe because it would either lead to my crosshair bonking into enemies and making me take damage, or my big motions taking my mouse outside of the screen and losing focus since the game doesn't lock the cursor. Either way, it felt like I was stuck with an unsatisfying situation: play safe and win but don't have fun, or play wild which feels fun but leads to loss and unwieldly controls.

When it works, this game does seem quite satisfying to play! The effects for smashing enemies with a good swing, as well as even taking damage as a player, are quite satisfying in their sense of feedback. I'm sure a lot of people can have fun with this, but for me, I just couldn't get used to it, unfortunately.

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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