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FutureCopLGF

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Cool stuff! I feel like this is a perfect game jam result, in that, while it does have some rough aspects like a lack of music and some confusing design choices like the apple which doesn't change size, the overall concept is very memorable and the gameplay execution of it has resulted in an addictive and trippy arcade experience that I can't help but love and wish I had even more of!

Now excuse me while I chase this 31st apple: I swear I'll catch up to it at some point!

dietzribi responds:

the 31st apple is just very close to the loop point, if you see it disappear go back "away" from it and you'll get close to it again.
I'll leave it to you as homework to think why the apple doesn't change size ;)

Pretty neat little mini RPG! It's a bit rough in a lot of aspects which made my first impression not the greatest, but it nevertheless had enough charm to its presentation that I couldn't help but stick with it and before I knew it, I had made it through with a full clear on medium! There are some pretty neat strategic concepts at play here, such as how you can't always use a bunch of turns for a full map clear or constant rests since that would allow the enemy to grow too strong, and how the intuition resource is not just used for map intel but battle intel as well. Another big aspect that I always appreciate is when an RPG makes it so that you can't just attack and heal over and over, but need to use buffs and debuffs in strategic ways, as well as a nice variety of enemies with strengths/weaknesses instead of just punching bags, and that was done here quite well!

As said, despite my enjoyment, I did have a bit of a rough time with it. In particular, the UI/UX wasn't the best: I'll grant you that the game does have some nice tooltips for the most part for stuff like attacks, but there were a lot of other places where I wish I could get tooltips or a log or more information, but I couldn't. For example, the text that pops up for enemy stat increases, as well as plenty of other text, can be very difficult to read due to how fast it can go by with no log to refer to, as well as the text not being outlined so it gets hard-to-read when it's overlapping something else. Some information was also just conveyed in a confusing manner: I don't understand the two totals for goblin assignment, some buttons react on hover to let you know you can use them whereas others don't, and so on. Finally, it's also missing some quality-of-life like an options menu, the ability to save/load, and so on. Still, as said before, it's not too shabby!

Drowsierstone responds:

THANK YOU FOR THE REVIEW :D

I agree with all the things you mentioned and I do plan on remaking the entire game from the ground up somewhere in the future as this was made to a be uni project ,where our deadline was getting closer. So many cool things had to be cut and also the code in this game...could be improved XD and I did want to add the quality of life features you mentioned but construct 3...has wierd way of doing things. But I will keep everything you said along with others as great critiques to keep in mind for the future :D Thank you!

Not bad for a boss rush prototype! Obviously it's a bit simplistic in terms of presentation and mechanics, and is lacking content, having only one boss in total, but the boss pattern is varied, fun and challenging to battle so you've got decent fundamentals. Looking on the bright side: while overall the package presented here is a bit paltry and only a prototype, all things considered, it did leave me hungry for more instead of outright dismissing it, so I'd say it shows promise and I'd love to see a future enhanced version of this!

litroj responds:

Thanks for playing and feedback! I will sure comeback to this game after I finish my other projects!

Didn't expect to see a new demo for this so shortly after the last one, but the progress is nice to see!

Glad to see that some of my previous feedback has been rectified, such as the new foot animation for kicking, and the inclusion of a narrative and other cool effects like the way enemies get chopped in half is pretty cool.

Some of my previous feedback is still present, such as how I don't like these weird auras that deny weapon usage on enemies and would prefer a new enemy type be created instead for those purposes, but I assume either they will be addressed later on or you wish to keep them.

In addition to the above, here are some other feedback I can offer:

*The cooldown between slashes is obvious because of the way the arms go down and don't come back up until it's ready, but the same can't be said for parries: there is a cooldown phase where you can't slash or parry, but it's not obvious because your arms are still up. I'd like it if there was more consistency in this matter.

*Soundscape could be a bit better as apart from the initial alert sounds that enemies make, they are totally silent, which makes it so that they can easily seem to come from nowhere as they make no footsteps or attack sounds. Perhaps it's intended as part of the challenge that you need to be swooshing your camera around constantly to keep an eye on them, but I dunno: I'd like it if I could keep track of them through sounds as well.

*Menus are very inconsistent in terms of control: some of them can be used with the mouse to click the buttons, while others force you to use the keyboard. It's just really confusing and frustrating to figure out what each one wants.

*The new HUD is nice, but I wish it was more clear what power you are currently carrying. Yes, once you get good enough you can memorize the colors that represent each power and look at your arms, but it's very confusing when you're starting out as you can be picking up powers at a rapid pace before you even see what you pick up and have no idea what you're carrying. I'd say that the power icon should not only be somewhere on your HUD to reference, but the icon should also briefly flash in the center of the screen when you pick it up to help acknowledge it.

Keep up the good work as I'm looking forward to hacking and slashing in the full release!

FCPXAV responds:

Glad you enjoyed! I liked the idea of an entirely new enemy for enemies that are immune to weapons, but we don't have the resources right now to add that to the game :(

The flower that represents your health also flashes depending on whether or not you have a powerup/what powerup you have but I'm aiming to add more obvious feedback on picking up an ability in the full game!

I just finished working on/adding a big new level to the game with a fair amount of new mechanics that took up all my dev time for the past couple weeks as they required reworking a lot of the code, so things like some of the menus have fallen to the wayside but that's also on the fix list for the final game!

Thanks for the feedback and glad you enjoyed! (P.S. feel free to take a look at the new level/mechanics and let us know what you think of em :) )

Hmm, it certainly is quite the nice visual novel, what with its cute graphics and wholesome vibes. I was impressed at the inclusion of animations and numerous special CGs: certainly some effort was put in beyond the usual talking static poses that most visual novels default to. Overall it's ok, but I will say there were a lot of issues on closer examination:

The game is definitely lacking a lot of quality-of-life features. It does have a log feature which is nice, but without a skip/fast-forward or save/load, replays are an absolute chore to get through, which is important because the game is all about that! It does look like there is a 'skip intro' button that appears eventually, but not only does this only appear once you fully conquer someone (meaning if you mess up, you can't skip), it disappears if you close the game and come back to it later on.

Not all visual novels need to do this, but I felt a bit disappointed at the reactivity from choices the player can make. I like to pick the wrong choices to see what happens as they can be very interesting, but in this game a lot of them lead to just a quick and boring game over screen, upon which you need to start all over (which is annoying due to the reasons above). I wish there were more amusing conclusions like when you turn off the computer at the very start and it berates you, haha!

Finally, I will admit that I had no idea what was going on in this as I'm not familiar with these OC artfights or whatever. I was trying to pick stuff up from context clues and you can still enjoy yourself somewhat from the goofy vibes, but in the end I felt like I was an outsider reading someone's private journal that I'm not meant to read: really felt like this game was meant to just be shared with friends and not the general public. Nothing wrong with that, and I guess it's nice to learn about this world I'm unfamiliar with, but that awkward feeling is just something that can happen when you post it publicly instead of within the intended audience circle, I suppose.

Diadantist responds:

First of all, thank you for you extensive review on the game! I appreciate a lot these kind of comments. I'll answer you in order.

I'm aware of the lack of several QOL features, like the skip button and save states. The plugin I used for this game was Dialogic, which offers the possibility of adding it onto game projects, but not "directly" as the log feature, but with some extra configuration work behind. I was thinking about it throughout the entire development of the game, but due to lack of time and knowledge of how the plugin works, I ended up not adding it. Instead, I added the skip button once you reach the OC list, so at least you don't have to repeat the entire intro every time you want to do a new route. I'm working to eventually release a 2.0 version that includes both options, tho! I don't have as much time as I wished I had for this project (since I'm working on a big project that is unrelated to gamedev), but rest assured I'll add it sometime in the future.

About the wrong choices, you are totally right! Since I ran out of time, I didn't include many goofy scenes aside from a couple for some characters and the beginning. The turning off the computer thing is my favourite so far!

And about the context, it's totally true that if you aren't familiar with Artfight or how it works, it may be a little bit confusing. That's on me completely. Artfight is an annual art game that lasts 1 month and where you can fight each other "attacking" their OCs in goofy ways. The variety of attacks can vary from regular illustrations to videogames (like my attack!) so maybe that's why it felt a little bit awkward.

https://artfight.net/info/about / https://artfight.net/news/95.art-fight-2024-seafoam-vs-stardust-results

I was featured on this year's final post (where they feature art made on that year) on the videogame category, so I take it as a huge feat :) You should try the other featured games, there's one that uses other people OC's for a warioware-inspired game! https://alleesaur.itch.io/ocware-artfight-2024-edition

If you are curious about what the event is like or want to know more about it (and maybe even participate if you want!), I leave you the links here. I'm aware that one may feel unfamiliar with Stardust Journey if you don't know the full context the game was made on. I still wanted to post it to Newgrounds for archive reasons (along in itch.io too).

Anyways, sorry for the long rant! You'll be happy to know I'm working on a 2.0 version as I said earlier. Comments like yours help me not only improve the game, but notice details that I may have missed completely like the conversations. Hopefully this won't be my last time doing a visual novel, and for me it's a huge feat having finished this game just in time for this year's Artfight since I wasn't able to in 2023.

I would be very happy if you tried it again once I update it! Have a good day :)

Pretty neat action game! Reminds me of something like Hotline Miami or Broforce, what with its bite-size levels that blend fast-paced action with a slight puzzle/stealth element, alongside slowly unlocking an arsenal of weapons and gadgets that can influence your approaches even further. Game also has a pretty good sense of polish and presentation despite its simple graphics: in particular the intros and outros for levels were pretty slick. I had a good time with this, especially when I was trying to build optimal and speedy routes through the levels that would keep my combo up the whole way through.

That being said, I did feel like the gameplay left me a bit wanting. It's fun if you turn your brain off and enjoy the chaos, but the second you turn it back on, it's just simply too easy due to the myriad ways you can exploit the AI. I mean jeez, you can easily baffle the AI by hopping up and down between floors and whittling them down with pop shots.

I really felt like I wanted the game to challenge me more as it felt like I could handle every level with the same cheap tricks: maybe it would be better if the enemies would pursue you beyond their initial floor when they make contact with you, even sounding an alarm for the whole base if you don't kill them swiftly. Also it might help if there were more enemy types that counter certain tricks, and if the levels were constructed to limit your freedom more and funnel you towards dangerous hand-crafted situations.

As mentioned before, I had the most fun playing this game when I was trying to speed through the levels and keep up a full combo. However, I don't feel like the game does a good job at encouraging this, and that's a bit of a shame because then the player can just breeze through mindlessly. I'd love it if there were some sort of grading system for levels and, as an incentive, make it so that in order to get the weapon unlock, you need to get a high grade: this would encourage more engagement into the scoring system and offer higher replayability. Basically I want the neat quest system you have, but done on a wider scale.

In addition to the feedback above, there were also some minor issues with the gameplay, such as how incredibly awkward the melee system is where you're constantly phasing past the enemy and making follow-ups difficult. Also I'm agog and aghast at the fact that there is no save/load feature! I made quite some progress in this and was hoping to continue it after taking a break, only to find myself all the way back at the start: quite the bummer!

BlueEagle421 responds:

Thanks a lot for this review!
I’m taking a break from working on it, but I noted your feedback. I will definitely try to improve the melee and try to balance the difficulty. I also enjoy the game most while trying to get the highest combo ;) I was thinking of some scoring/ranks systems for the levels. Will see how it turns out
The save system broke unfortunately on the web version and because it’s an old project I need to rebuild a lot of stuff from ground up to get it working. I want to get it up and running asap, but it’s a technical issue. At least it works on desktop for now ;)
Cheers!

Seems like a decent Survivors-esque twin-stick shooter! Certainly showcases some solid fundamentals, but I do have to admit that while the game isn't bad necessarily and provides some grindy shooty fun for a short time, in this world of millions of Survivors-esque games vying for attention, this really isn't exciting me or being memorable and I drop it rather quickly. You're free to make whatever you like, of course, and perhaps it's unfair of me to compare, but I feel like it's inevitable. There are some aspects on which it shows some potential to differentiate itself, such as the diverse cast of characters might allow for a lot of different playstyles, or maybe the story mode will be unique, but I don't have any proof of those yet in this small demo.

I'm spitballing here, but given that the game is named the Planetologist, I thought that there were going to be more planet or science-based mechanics, and that could be a nice way to make this game stand out in a unique way. For example, maybe the planet could have more hazardous weather conditions or natural disasters you need to deal with randomly to keep you on your toes or prepare beforehand. Maybe instead of just shooting hordes of mooks, your primary objective is to gather samples by searching for locations to setup drills you then need to defend, or hunting down unique boss enemies. You could also maybe have to build up turrets or defenses like an engineer.

Some other minor feedback would be that it'd be nice to have some sort of visual HUD element to see our roll cooldown (similar to the reload bar), and to see our EXP progress in a bigger way than tucked in the corner where it's barely visible. I also found it really weird that our gun doesn't fire a bullet but instead seems to be some sort of invisible laser: makes no sense why we get powerups about increasing bullet size or speed. More razzle-dazzle in general would be nice too.

JamesChapp responds:

Thank you so much for playing the game and leaving a review!

This feedback is fantastic because it gives us a lot to think about and work on. Guillermo and I aimed to get the demo out there to test the core mechanics of the game. It's still a work in progress, and we're receiving a ton of valuable feedback on the project.

Since it's published on Newgrounds, we're dealing with a very demanding audience that, at the same time, understands it's a project in development being carried out by just the two of us. =)

Pretty cool game! Reminds me a lot of games like Realm of the Mad God, or perhaps some competitive form of Risk of Rain. Certainly looks to be a rather charming game in terms of presentation and while it's already quite fun in its single-player state, I'd be very interested to see how the gameplay shifts when you need to deal with other players competing and sabotaging each other. Overall it looks incredibly promising and I'm sure loads of people are gonna love it.

Having said that, though...the game really didn't work for me personally. It's still good, but I felt rather underwhelmed despite what looks like a quality product. It's hard to nail down exactly what it is, but something about it just really didn't gel with me: both the micro minute-to-minute combat gameplay and the macro mechanics of levelling and looting just felt really awkward, confusing and unsatisfying. If it helps, I think it's most likely a personal preference thing, similar to how I don't like The Binding of Isaac that much, but can still see why many others would like it. If I were to offer some feedback, though, it'd be:

*This is a bit vague, but as said, there's something about the combat that just felt really off to me. Maybe it's the slow projectiles, maybe it's the hitboxes being placed or sized oddly, maybe its the way the enemies are placed in the world that doesn't match when viewed in a 3D perspective, maybe it's the hit/death feedback, maybe it's that projectiles can clash, there's just something about it within the nitty-gritty that just didn't work for me. I don't have anything specific, unfortunately, so it's up to y'all.

*I was constantly trying to use my RMB skill and being shocked that it wasn't ready yet. It's ok that abilities have long cooldowns if that's what you want for strategy purposes, but I'd like it if you try to use an ability before its ready, that it notifies the player, like having the cooldown remaining flash above the players head briefly, and their character makes a little noise or shakes about.

*I'd like it if loot on the floor has the little info pop-up when your character goes near/over the item, not just when the mouse hovers over it: would make it a lot more convenient to examine loot as typically I'm trying to fend off enemies and I don't have the luxury to mouse over loot during that.

*For a game that's all about racing to level up, levels come and go with the player barely noticing it. At the very least, I'd like it if there was some more fanfare when you level up to give a sense of gratification, but you could also make gaining exp a bit more exciting by turning it into crystals as they do in Survivors games: this could have the added benefit of making multiplayer a bit more exciting as players could plan to steal the crystals that scatter from another player's kill.

*I found it very confusing to grasp the whole class unlock system: why am I having to jump through all these weird hoops to have fun? I just leveled up, so let me pick whatever one of the two classes on offer I want instead of giving me no choice at all unless I do these quests that I don't even understand: the ones that take honor to unlock are self-explanatory, but I have no idea what the other requirements mean.

*I don't feel like the tutorial prepared me for the game properly. Sure, it goes over the basic controls, but I felt completely unprepared for the actual game as I had no idea I wouldn't be able to start as the fire mage immediately, I didn't know about collecting keys and ascending classes and searching for bosses and competing against other players and moving onto new zones and all of that jazz!

*Loot was a bit boring and devoid of anything really exciting besides minor statistical increases. I also don't know what some of the stats mean, like bullet HP.

*Bit frustrating that you can't pause and read tooltips and such at your leisure. I know it's because it will eventually be a multiplayer game, and eventually I'll learn everything and won't need to pause, but still, it was frustrating, especially since I'm playing it single-player at the moment.

Looking forward to seeing how this shapes up with its final release: as said, I think the multiplayer aspect could be very interesting!

gasgod responds:

Hey man
Just saw your video. I appreciate your feedback and this big review!
This game is essentially if you crossed a .io game (like diep.io) with, as you alluded to it in the video, Realm of the Mad God. It's supposed to be a relatively casual experience you can just kind of zone out to and frag your buddies with abbreviated leveling and RPG-light-light mechanics.
Might make more sense in that context

Nice little retro game!

It's a little bit basic overall and feels like a 'my first action platformer' game from a first-timer dev, but I don't want to be too down on it because it actually does a lot of things very well in terms of design:

For one, it starts out strong by immediately getting the player into the action and introducing some cool mechanics like gravity switching.

Next, the game kept my interest by having each level add something fresh and distinct to the mix, be it a new mechanic, tileset, obstacles and so on, alongside mixing it all together with tricky combinations.

Finally, it all ends with a good ol' boss fight which has a decent attack pattern and an enrage phase!

So yeah, it's not necessarily anything groundbreaking or truly interesting, but it was a fun short romp and I think it displayed some good design fundamentals that a lot of other games in this ilk get wrong, particularly from first-timers! And yeah, it's nice to see more appreciation for Metal Storm: I was a latecomer to that game myself!

Jampley-Dev responds:

Thanks for the review and the video. Demo 2 is out here, and on Steam if you want to wishlist the full game: https://store.steampowered.com/app/3482870/Gravity_Storm__First_Mission/

Hah, quite the amusing little game! I quite like the goofy vibes to it and especially enjoy all of the interactions you can have with objects and people. Creating a whole stealth system for these stores was very interesting and livened up the experience above my expectations. There were also a lot of secrets like NPCs that sell special items, recruitments, and the ability to find a pointier hat that upgrades your height stat by 1 which I assume makes no actual difference in anything important, haha! All in all it seemed like a fun little adventure!

While I did enjoy it at the start, I'll admit that around the second trinket I was starting to fall out of love with it. The stealth system seemed buggy and I got seen plenty of times even though I was clearly hiding behind objects that should've blocked their sight. The combat system had no depth to it and could easily be solved by just spamming meteors and meditating with the occasional heal thrown in, turning it into just a hassle (maybe my fault for picking combat mode, but how was I supposed to know without trying?) And every store just felt like more of the same without any sense of progression or escalation, which alongside NPCs repeating lines just made the world lose its allure.

Having said that, morbid curiosity did make me go back and play a bit more, and for some reason I encountered the void walker and was able to go home with only 3 trinkets? Not sure if that was a glitch or maybe I get a better ending if I get all 5?

Would certainly love to see more goofy adventures like this: just needs a little bit more meat on its bones to keep the adventure novel and interesting the whole way through instead of stalling out like it did here!

ArlucGames responds:

Thanks for such an in depth review! It's nice to hear of someone trying to engage with the whole game, which does of course expose its flaws...
The stealth (like most games) was never fully padded out, as the game is so short anyway, but I understand how that can be frustrating.
Combat was also thrown in for variety but not fleshed out, again just wanting to keep the game simple.
You can actually reach Void Walker with just 1 trinket. This was intentional and reading the item descriptions will make it clear which one it is πŸ˜‰
Did you get the secret ending? If you help out the skeletons, they'll point you in the right direction. Though the secret ending is also simple and more of a gag so you may not want to go through the effort πŸ˜…
Thanks so much for playing and hope you'll try out my other games in the future! Which I hope to be a bit more involved than this quick little project 😁

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

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