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FutureCopLGF

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To be honest, it's not really much of a game, but from what I understand this isn't meant for mass public consumption but rather meant to be an inside joke: just a fun little gag collab to celebrate being friends and colleagues with these wonderful Newgrounders. So considering that, I can relent on the more harsh criticism and just accept it for what it is: just a goofy game where it's fun to see the various ways you can get killed, and for that, it's almost like a cool interactive art gallery.

However, even considering that, there is still some minor criticism I'd like to point out at the game. While most of the Newgrounders have their names in their kill screens, some of them are absent, and that can make it difficult to follow and determine who is who. Sure, you can see their nametag for a brief moment before they kill you, but it's really not much time at all as they move very fast. Would love if there was more consistency in the kill screens, where they all have a good picture, the name of the killer, and their method of killing. And while we're on that, I think it would be great if there were a link to the user's profile on the kill screen as well: it'd be great if someone could get killed by someone, laugh at the killing and get curious at who they are and be able to immediately go to their profile. Just some food for thought!

LeviRamirez responds:

alright fine we will add you to the game

plufmot responds:

We randomly whipped this up over a Discord call just for fun haha. Links to profiles would've been a good idea! I should've thought of that!

While it might be a rather simple game with simple graphics, the amount of polish this has really elevates it to be an exciting and addictive game!

Unfortunately I only seem to be able to play it in an incognito window (seriously, if I try to play it normally I get an error on initial load that says 'null function or function signature mismatch'), but when I did get to play it, I had a blast! It may not have the most complex graphics, but it makes excellent use of leaning, squashing, stretching and other subtle techniques to make the player character feel incredibly smooth and satisfying to move. Couple that with the juicy special effects for all the obstacles you must contend with of which there are many exciting variations, and you've got a fun, high-octane scramble of a game that I kept coming back to see how much farther I could get!

Only major complaints I had (apart from the aforementioned bug stopping me from playing the game) was that 1) I wish there was some music to the game to really help increase the intensity (I'm sure you can find some great musicians here on Newgrounds!) and 2) I wish some of the obstacles like bombs were more easily identifiable from the collectibles since you can easily get them confused in an unfair manner from their similar looks, especially as things ramp up and there's so much going on that clouds your vision (though perhaps that is the point, to be unfair in a troll-y way)

Pretty neat game! Definitely felt very well constructed and polished, with the presentation and gameplay having a very smooth and satisfyingly retro feel to it all. Visuals were cool with the growing fire which can make enemies transform from their spooky dark versions to their more normal light versions.

The big problem for me was, as good as the game looked and everything, it really didn't take very long for me to get bored of it and quit. As the levels went on, they never really changed or escalated in any significant way to let me know I was making progress, and without any information from the game on a possible story or goal to strive for, I couldn't figure out whether the game was actually going to end at any point or if it was just randomly generating the same level over and over in a pointless loop. The smallest hint I got was the music changing after a few levels, but that was very superficial. It didn't help either that there didn't seem to be any challenge to the game: enemies were easy to take down, the fire doesn't die down to force you to move fast, and there doesn't seem to even be a way to lose since dying just keeps reviving you with no punishment and allows you to recollect your lost goods with barely a problem.

Again, really feels like if the game just changed things up a bit by upgrading the levels more significantly as you make progress, or at least having some sort of known goal to strive for, it'd be great when coupled with how well put-together the game is. But without that, as small as it is, it brought an excellent game like this down quite significantly. Good work nonetheless, though!

Wow, had a really good time with this! Definitely one of my favorite GMTK dice games I've come across: combat is really fun and juicy with all sorts of explosive chaos and satisfying feedback, there's a decent variety of enemies with different movement patterns to shake things up, loading the dice to spawn attacks from a throw is a really cool concept, there's a nice layer of strategy in both macro -building your ideal dice- and micro -having to manuever to retrieve your dice-, and all-around the game just has a really goofy and charming presentation!

Only complaints I can think of is:

1) I felt like the game was a bit difficult to figure out how it worked: don't get me wrong, it was quite the fun adventure to piece it together, but I really felt like the shop menu could've been a bit more intuitively designed in terms of placement of buttons and such (for example, the Go button almost looks like something you can buy; maybe it should be in the bottom right corner instead?) and for there to be some sort of mini tutorial or how-to-play present.

2) As much as the game was fun and keeping things interesting by introducing new enemies, I couldn't help but worry that it was just pointlessly looping and getting repetitive: would've really helped if there was some sort of story or goal to strive for that was pointed out at the start that would let me know what the objective was. Doesn't have to be anything big: just any sort of text blurb or little cutscene at the start would've been sufficient.

3) As much as it was fun to see all the chaos spawn from the dice and cause chain reactions with the enemies, it was really difficult to parse what was friendly and what was an enemy. There were a lot of times where I'd run from things like a miko stick or bees, not realizing they were my friends! In a similar but different vein, the Yuki-onna's wisps looked very similar to the dead ghosts of the wisps as well, so sometimes I'd be dodging the ghosts for no reason thinking they were still alive, haha. To sum it up, it would definitely help if there was a better way to identify friend from foe, like outlines or something.

Again, definitely super impressive for a game jam game: would love to see if you expand upon this, but it's already quite good for what it is if it's left as such!

Tombdude responds:

We're working on a pretty huge overhaul of the game!! : ]

Pretty cool game! As expected from a LumpyTouch game, it definitely has a really professional level of polish to it: while the game is quite a simple Minesweeper-clone with some minor additions at its heart, the game overall felt more than that due to its really excellent presentation, solid construction and satisfying juice to it with all its special effects, feedback and animations. I particularily found the 'morb mode' very funny with how reminiscient to a pinball multimode with all the flashing displays and events popping up (though I do feel like it is way too difficult to acquire except for crazy Minesweeper elites). Only big bug report I had was that the music doesn't loop for some reason.

That being said, while I did enjoy my time, once the initial luster fell off, it did feel a little...pointless? Again, I'm not going to knock it since I had a good time while it lasted, and clearly a lot of effort and polish went into it, but at the end of the day, it really felt like nothing more than a Minesweeper reskin (albeit a very well-made reskin) with barely anything new or interesting brought to the table, just superficial changes like a more forgiving difficulty that doesn't force a restart for a single mistake and a fancy hyper mode for fast play. I'm probably thinking on it too hard, but I just couldn't help but feel like this was just blatant memebait, just a shallow pandering game to stay relevant and garner fans. And again, I'm not against memebaity games as I loved the Sansfield game, but that at least brought a lot of cool mechanics and new stuff into play, whereas this...it's just Minesweeper.

I still admire the effort and construction that went into this, but that almost makes me wish it was brought onto something new and exciting. But again, it's still a neat game and clearly, in a very ironic fashion, I'm overthinking it.

Pretty neat game! I'm not really familiar with FNAF at all, only having glanced at it being played but never played myself, but if there ever was a time to it get into it, it was nice to see it in this Newgrounds version! It's a little clunky in some respects as it has some general smoothness problems and lack of graphical fidelity, and I think it forgoes that informative audiospace from the games in favor of either plain silence or goofy jokes (for example I was getting callouts from Tomar despite him not being a factor in the early levels, so why? unless I'm mistaken). But besides that, it's got the general gist of it enough to be fun and brings its own interesting ideas with some unique monsters like Pico. Also I do appreciate that you made the game over state just a goofy Tomar punch instead of a jumpscare shriek: it allows my delicate heart to stay at peace, haha.

Game does have some slight annoyances to it like how finicky the monitor can be (thankful that there was an option to just use spacebar instead of the mouse), and there were some weird bugs like an incessant meow (maybe an easter egg?) and also a weird bug where it'd play a fart noise every time I brought up the monitor (maybe an unintended feature?) Also, of course, as a newbie to FNAF, I was a bit lost at how the rules worked, but I suppose that's just part of the charm and I did have fun trying to figure it out, though it could be frustrating and unclear at times.

Again, well done on this: I'll try and push forward through the remaining nights as best as I can!

Frosty responds:

the meow occurs whenever you press on the stepford plate. ty for the review!! also regarding the fart noise, its a bug and i have no clue what causes it lol, i think on the scale of bugs that's one of the funnier things that could happen so i just kept it in lol.

Quite the interesting trip but....I dunno, as much as I like a weird game that doesn't hold your hand, I could barely parse what the heck was going on and its initial mystique was rapidly replaced by irritation and boredom.

As far as I could figure, I just kept trying to place down connecting roads as best as I could to head towards an edge of the playing field, picking up the powerups spawned from placement as I go. Kept trying to compare it to games like Loop Hero or something to provide any footing to work off of, but that proved fruitless. Had no idea what the heck was going on in combat: I thought that maybe each sword symbol would multiply my inherit sword number for final damage, but the result was always different than I expected (and typically didn't matter since nothing seemed to pose a threat, going through life like One Punch Man).

Heck, that was pretty much the entire game, not just combat: had no idea what anything meant and just tried to proceed and pay attention to the effects to guess what symbols meant and what the rules were, but ultimately I never felt like I grasped what was going on and, after making it through several worlds, eventually just got bored and left, especially after the worlds seemed to be getting out of order (I walked backwards to a border I just passed and ended up in a new world instead of the one I was just in???)

Bit of a shame: definitely seemed promising at first with the weird mechanics, interesting character classes and bizarre world, but it lost me due to not providing any instruction nor intuitive feedback/symbols that I could parse myself. I always admire whatever sort of weird experimental game you come up with as they are always quite the trip: this one might have been a miss for me but that's just how the chips fall sometimes, so keep on truckin'!

Wow, pretty solid arcade fun to be had here! All in all I feel like this is well put together and delivers quite well on all aspects: the combat is fun and fast-paced with great enemy variety that has unique AIs and attack telegraphs, there are a good amount of fun powerups and arena obstacles and great bosses to make runs feel different, graphics and animations are very juicy and the feedback from shots and blowing up enemies with huge chain reactions from items were so satisfying, and so on and so forth. Had a good time playing this a few times, getting good enough to loop over and over!

That being said, while I did have a good time, there are plenty of nitpicks I could make. For one, I was disappointed that the game doesn't have any sort of goal or story to it and instead starts looping as early as arena 4: as much as I did like how the enemy variety and such did keep improving on successive loops, it just started to feel repetitive and pointless, especially with how easy some of it could get without even needing items to cheese it. Also bummed out that there didn't seem to be any primary weapon upgrades, just subweapons, and that I would have to ditch old subweapons just to try new ones. Speaking of all that, I found it a bit confusing that I couldn't see what items I had already purchased and was unsure what would happen if I purchase duplicates: would they stack or just get ignored? There was also some confusion with visuals as, while most player bullets are yellow and enemy bullets are red, there were weird instances like items that would spawn 'friendly red' bullets that I thought I had to avoid in all the chaos.

Oh, and while this game does call itself a 'roguelite', I think that's a misnomer since that typically implies that some sort of progress or upgrade is carried over with each attempt, whereas this game just has you start from scratch each time. But whatever, it's all rogue this, rogue that, I think people just use those terms interchangeably nowadays, so I'm being needlessly pedantic.

Overall though, those nitpicks were small potatoes and again, I had a great time with this. Only reason I'm being so nitpicky was because I liked this so much and hope that you make even better games in the future!

CheeseBaron responds:

Duplicate items stack, some items are removed from the item pool if you have them though (primarily the panic device and the corrupt halo).
And i just hoped that since all the actually dangerous bullets are bright red (unless i forgot some somewhere) people wont be too confused by more dull projectiles that dont deal damage to you.

If i ever make some sort of super big improved version of this game ill likely add different primary weapons and an actual ending, but thats only in the far far future.

Thanks for playing!

Not too shabby for a 'my first game' type of project, and it was decently cute in concept, but ultimately I found the game quite shallow and janky.

The basic skeleton is there for a decent platformer, the cutscenes and characters were quite charming, and I like the inclusion of hidden collectables as a bonus for people wanting a challenge. However, there wasn't really anything noteworthy about the gameplay to keep me interested like a unique mechanic or cool levels to traverse: all it had was bog-standard jumping, so eventually it just devolved into very boring affairs of jumping past boring enemies. The hidden collectable yuzus didn't really add anything to the game: most of them were very easy to get and barely off of the beaten path: a far cry from something I was hoping would be like Celeste's bonus strawberries.

Furthermore, the game was incredibly janky and buggy. Music wouldn't play when I would load a game. The first yuzu could be recollected over and over despite disappearing on first collection. The physics for movement were very odd in how you jump upwards like you're on the moon but fall downwards like you're being pulled by magnets, and how despite having momentum and sliding when you stop you can also instantly kill that same momentum by changing direction. And I know you joke about it by pointing out that ladders, amongst the other various janky features, were probably the jankiest of all, and that was funny to see, but still, at the end of the day, jank is jank and it would be better if you just fixed it or found a better solution instead of releasing this as-is.

Certainly could be a nice little game but I felt like this needed way more time in the oven and something to make it really special, be it more polished movement/levels or a unique mechanic. Still, not a bad first attempt if that's what this was: buggy and bog-standard as it is, it had the basic elements down.

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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