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FutureCopLGF

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Pretty cool collab! I not only like travelling through the collection of art on display here, but I also like that you try to spice it up with some minor side objectives like a scavenger hunt and other cool niceties like the map screen that keeps track of your current location. Overall it is quite nice, though I did feel like there was some sort of unfortunate damages done in creating the collage as some art pieces look to have been damaged/pixelated when being shrunk to fit or whatever, which along with some of the animated characters sticking out like a sore thumb gave it a bit of a clunky uncoordinated look. I really wish there was a zoom function as well so I could look at the art more closely.

Other than that, there were some minor confusing aspects, like how due to imprecise hitboxes you can hover your mouse over the top of a room (but still within it) and it will think you're hovering over the room above it. I didn't even realize I could click on animated characters to have them talk. The rooms are a bit oddly titled as well, for example, saying "floor 3" when it is still the 2nd floor (more accurately you'd probably say "room 3, floor 2" and so on). Also, I wish there were some more controls to allow you to navigate the art, like maybe being able to click/drag or to use mousewheel to scroll/move instead of only being able to use the arrow keys.

progamer09 responds:

glad you enjoyed it

I think there is a pretty decent game buried in here, but it felt like it really got off with a bad start to me and was difficult to continue from that. There definitely is some cool aspects to the game: the music can get everything pretty hype, there's a neat story element flowing through it, and the visuals, while basic, do have a bit of a nice flair to them with explosions and such. I always appreciate a shooter, so I really wanted to enjoy myself with this.

But man, I just hated, in terms of visual and sound, how slow and bland the ships fly around the screen and fire bullets. I know this is how some games work, like Gradius or Raptor or whatever, where you start off as very basic and build-up your power bit-by-bit. But while I can accept it in those games because the gameplay is still fun and exciting straight from the start, in this game it just felt unacceptable with how limp and weak you start as a player, and how tedious of a grind it is to get up to the point of feeling good. I think its a crucial example of how the journey needs to feel just as good as the destination.

I appreciate that the game tries to entice the player through the escort mission: a friend appears and shows not only how cool your ship could get, but what epic fights you could eventually be happening. I feel though that it took way too long for that to happen in the first place, and the feeling doesn't take too long to dissipate, as the missions before and after that are incredibly slow and boring, with the vast majority of time spent shooting rocks instead of having cool dogfights with enemies. I dunno, maybe you can call me impatient.

Also, as a minor side-note, it would be nice if the upgrade menu could have the info for items pop-up when you hover over them, instead of having to click on an item just to see the info for it, and then back out if it isn't what you want after all.

Kitadashi responds:

Thank you for your feedback! 🍀

Pretty cool game! I quite like the whole coop nature of the gameplay where you are two characters helping each other out by either splitting up or combining your strengths. I especially loved the tutorial sequence where the gameplay and story are intertwined with the narrator simultaneously teaching you the game while introducing the characters and lore: charming stuff. Definitely my favorite part was the boss fight: felt like it had a good variation of attacks that were fun and satisfying to battle through. The gameplay did feel a little repetitive at times and could use some more interesting set-pieces and new mechanics to vary it up, but I had a great time and would love to see the continuation of this and see how it develops.

The big downside for me was the lack of sound effects! There was such a lack of sound in this game that it was always incredibly jarring when it would show up, like how it plays a sound when the boss slams down but not for its various other attacks. I'd almost suggest that the game should just have no sound at all and only have music instead if you're going to be that lacking, but ideally I would say you should have sound effects more prominently for the various actions you and the enemies can take (movement, jumping, attacks, etc). Other issues were some minor things like controls where I would have difficulty getting a rising lumi (super jump) to go off consistently despite my best efforts, and that the combat could be simultaneously too hard (difficult to dodge the waves of bullets from normal enemies, and way too difficult to dodge the boss when it spins multiple times) and too easy (why dodge bullets when you can easily swing your sword to stun-lock all enemies from being able to attack).

Yword responds:

Thank you so much, FuturecopLGF. Sorry about the audio and control issues, and thanks so much for the feedback! :)

It's ok as a prototype for a simple Simon Says/Bop It game, but unfortunately I found it very lacking. The gameplay mechanics are technically there, sure, and there is some fun to be had in looking at the goofy visuals you've setup for the successful attacks. But as it is now, this game is just too dry and gets old really fast. C'mon, this is Newgrounds, home of beating up people games, and if you're gonna have someone get beaten up, you've got to give it more satisfying feedback: where are the explosions of blood and teeth for every punch that splatter in all sorts of directions, where is the piled-up damage as their face warps from bruises and black eyes and the wall behind them gets painted red, where are the variations in sound, reactions and attacks? Not only that, but where is the personality: we don't even get a reason to hate this Howie Mandel looking guy through a brief intro or some quips/sass while beating him up, and we don't even get a chance to maybe dress him up to match someone we do hate. Beating up Zeus in God of War felt great since there was a lot of build-up and juice to it: this doesn't have any of that for me. Maybe I'm thinking about it too hard, but I just felt like this game could be so much more: for me, you gotta juice it or lose it (a good video about game feel to watch sometime).

WeirdRikert responds:

Thanks for the pointers. This was mostly an experiment with getting an RPGmaker game to work in browser. But, I definitely want to take all the feedback and update the game :)

Some great hectic fun! The game's a little goofy and I didn't have the best first impression from the title screen which looked very generic and mobile-gamey, but I'm glad I stuck with it as I think it delivers some crazy and classic arcade-style shooting goodness! At it gets more and more intense, I like juggling the various power-ups to deal with all the situations: blast some bombs over there, send a black hole over that garden, spray some flames widely, and so on! Though I have to say that while the black hole looked awesome, I didn't find the flamethrower and the bombs that satisfying: the flamethrower just never felt like it was making contact a lot of the time, and the bombs were confusing as they look the same as if it was a bomb power-pick-up, causing confusion. Still, that's just some small nitpicks.

The only thing that really brings it down for me is that the aiming can be quite wonky at times: due to the game getting really crazy at times and lagging, sometimes my aim go way off point, over-shooting or under-shooting my intended target. I know the game says sometimes about tweaking sensitivity but that ain't the issue for me: it's just that due to the lag and maybe other factors, the way the game treats mouse inputs can be very erratic and confusing. An unfortunate blemish on an otherwise great experience!

studio11508 responds:

Thanks for the great feedback. I will look into making the pickups and actual bombs look different as I didn't notice that until you mentioned it. The flame thrower is designed so that you have to hold it on the enemy for a second or two before it can catch fire (but plants light up immediately), but I think I could throw in some feedback to let the player know it's working so it doesn't feel so wonky. The lagging is something I'm still working on. Due to the nature of the enemies exponentially increasing over time, that means animations, scripts and lighting do as well. I'm looking to remove this type of mode in a story mode version, hopefully eliminating this issue. Thanks again for the feedback!

Coming from using Flash, this felt like a great application for making some simple animations! I liked how simplified and intuitive it was: buttons and features were where I expected them to be, the undo button surprisingly worked by pressing ctrl-z (though I guess it's just z), and it had a lot of key features like onion layers immediately turned on instead of hiding it away like Flash does by default. I also liked how easy it was to save the result as a gif! Felt like it did a great job at being a great introductory app for some easy animations that you can save and display on the ol' social medias. I did have some minor issues though: I couldn't figure out how to rearrange layers, and I couldn't figure out how to get the fill or drag tools to work, and there were some things like how I expected the animation to stop playing when I hit buttons like go to first frame or move to prev/next frame, and how when I hit backspace to type in a width it annoyingly autofilled with 1 (I wanted to enter 5 so I hit backspace to blank it out and then hit 5, which resulted it in being '15' instead of '5'). And I imagine it might still be a little too complicated for some people, despite the simplification from more robust apps. But overall, I had a great time with this!

kr0tyara responds:

Thank you for your callback! Sadly, there's currently no way to rearrange layers. You can only copy and paste the frames from one layer to another. The 'Fill tool' draws a filled shape, try to just draw a line as usual! Drag tool is for moving the canvas (doesn't affect the actual drawing), it works only if the stage is zoomed.

Very solid game! I loved the concept and felt like it was done very well by having a good set of levels with both a great difficulty curve and good pacing at introducing new mechanics. Found myself getting really addicted to making it through the levels, enjoying the eureka moments as they came. The game, while quite minimal in terms of graphics and such, still had a decent amount of juice to it with the animated buttons and death animation, among other small touches. I did have a bit of a frustrating period where I kept expecting 'down' to always be the 'flip' action and 'up' to be the 'jump' action, instead of them being reversed after flipping, but I got used to it, so nothing too bad. All in all, feels like a well-executed game!

08jack responds:

thanks for the detailed review!

Fun little gag, but it did make me wish it had something even more to it! Seeing the characters bounce up and collecting the Bs made me think that it was building up to something, or that I had to catch the other characters as they go by or...well, or something, anything, but the game was just that simple in terms of mechanics. I suppose it's just the fact that it does have some niceness to it what with the upbeat, bouncy animated graphics and music that makes me wish it was even more. Also feels a bit lacking that, even as a high score game, it doesn't even display your score in game. But I mean, what was I expecting? It's based off of B and it is exactly what an homage of it would be, and it was clearly made in just a few hours, so eh, what can I say? I'll let it slide, haha.

Stepford responds:

I TRIED TO WARN YOU!

Solid puzzler! Quite minimalist and a bit dry in terms of special effects, and I wish there were some quality-of-life things like being able to save/load your game, but overall I really enjoyed the mechanics and the progression of difficulty as the game introduced them bit-by-bit with hints. Definitely felt quite clever and had some good eureka moments to the puzzle designs!

Pjorg responds:

The puzzlescript engine should save your progress via browser cookies I think? Glad you enjoyed otherwise.

Cool application! Not only is the presentation stylish as all get-out, I feel this serves a great purpose of being a solid animation program with just the right amount of options to let even a newbie make some neat gifs, but not so much as to overload the user and frustrate them as a more traditional application would. In that respect, it's a great stepping stone program, a way for a person to get introduced or have some quick animation fun while being able to slap their gif on their social medias and share: very cool stuff. Thanks for letting an oldie like me have the chance to animate for a bit like I did in my youth, hoho!

CaperCube responds:

Thanks for the heartfelt review dude! A big part of our goal with the game was to make it easy to use for new animators and not frustratingly simple for experienced ones, so I'm super happy to know that our intent wasn't lost in development! Cheers yo, glad we could make your day!

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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