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FutureCopLGF

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It's a little bit clunky in respects: I didn't like how fiddly the movement mechanics were, like how there was no coyote time for jumps, and I didn't like how confusing it could be due to instruction tips disappearing so fast, power ups not being explained (I restarted the game the first time I got a power-up, thinking it was a double jump that I'd lost the chance to use since it didn't respawn), and controls being spread all over the keyboard. However, all of that confusion was worth it for the great rugpull moment of the game suddenly turning 3D and introducing all sorts of new mechanics. What a twist!

3p0ch responds:

Looking forward to seeing your face during the 3D reveal when you post the video :3

It's a pretty decent shooter, fun and juicy, but without much long-lasting appeal or unique mechanics to keep a player's attention, I found. Probably the best part of the game was the juiciness of it all: screenshake, explosions, ragdolls and the like were in ample supply and made the relatively shallow game, which lacked in enemy variety, levels and cool moves, still feel rather exciting and fun to play. However, the juiciness was a double-edged sword, as I found the default level of shake to be nauseating, and the enemy ragdolls were confusing and obfuscated the enemies (I would prefer that the ragdolls be colored more darker to have them differentiate from the enemies, and that they last a shorter time to stop crowding the screen, though I suppose you could argue it adds to the challenge).

The game does try to help a bit with longevity with the inclusion of achievements and hats, but I didn't find those a big enough hook to keep playing (also was a bit disappointed that you couldn't combine hats and expressions, like combining cat ears and uwu, and that the title screen character doesn't update to reflect your hat choice).

I definitely feel like I would like the game more if it had some meat on its bones (some sort of progression, more enemy variety, more weapons, some sort of unique goal or mechanic, etc), but credit where credit is due, I did still feel it was more addicting and fun to play than I thought it would be judging from all my feedback, so you've got some mysterious 'it' factor going on here: just one of those mysterious parts of game design, I suppose!

Peti responds:

Yeeeea those are good points! I heard a lot of players having issue regarding the ragdoll. I didn't have a problem with it myself, but that just shows I'll have to ask people to playtest next time lol. I wanted to, but got shy......

The reason you can't combine outfits is due to potential conflict, but when you give that example perhaps the outfits could have been split into two categories, a face and hat? That thought never crossed my mind

My focus was defo on having the game "feel good", I found myself cutting features I was afraid would break the flow, such as bosses or more enemy types. While I'm glad I achieved my goal, I'll defo be taking ppl's feedback and wishes with me! I've gotten more comfortable after Pixel Day, so Ill try and get more of people's insight next time by playtesting!

Thanks for the review, Futurecop! Your words are always very insightful and im rly happy you got to take a look at this game, and have a bit of fun with it! pray emoji i dunno if ng will display it correctly ill try: šŸ™

Wow, what a blast from the past! Overall I found it quite impressive and smooth to play: I loved the fresh coat of paint over everything that makes it more readable and pretty, and I loved the cool additions like new boss fights, new point-n-click puzzles, charming voice acting, remixes to boss mechanics, and so on!

I do have to say, though, that as much as I like it in general, there were some more questionable design decisions that make it a bit of a lesser game than the original for me.

For one, I found it really odd I couldn't hold down the trigger to keep firing the machine gun like you could in the original: having to tap fire each shot not only is illogical, but it really wears down my old man hands. Tap fire makes sense for the shotgun, sure (which I had no idea how to switch to manually), but for the machine gun, I wish I could hold it down.

While I do like a lot of the additional bosses and changes to some of their mechanics, some of them were worse overall for me. I didn't like how you couldn't skillfully shoot the grenades out of the air anymore like you could before in the first boss fight, I didn't like how the attack telegraphs for the grenade rolling down the stair were behind the player making them difficult to see, I didn't like the awkward spawning for the bear duo boss where sometimes the minion would instantly respawn giving you no time to shoot the main bear at all, and so on and so forth.

But the biggest one for me was the inclusion of the point-n-click adventure parts: don't get me wrong, I like me a point-n-click, but when you combine it with the hard difficulty boss fights and fact that death means starting all over, it can get really monotonous to redo those sections over and over again: the original was just a boss gauntlet so it didn't have this unnecessary busy work. Yes, you get a few lives to ease the pain, but really, I almost feel like the game should just have infinite lives instead of relying on this awkward half-measure.

Also the hint system was really silly and pointless: it gave me a hint on how to beat the shadow boss when I was already way past that, haha!

Again, I have to reiterate that as much as that is a big block of text right there complaining about everything, I still did overall have a ton of fun with this and, no matter how much I died, I never wanted to quit, I wanted to get right back in there to see what craziness happens next! Just, uh, let me rest my carpal tunnel for a sec...

Dungeonation responds:

The shadow hint must be a bug then - what enemy did you die on? :O
EDIT we talked and Iā€™m lookin into it

Quite the nice collaborative experience as usual! I was a bit unlucky in that I was following it at first but then lost track (due to sickness and work) and missed out the later days, including Christmas. So really, all I got to experience was the initial period where there wasn't much to do (though I did like the cool intro experience where you discover the village), and then the after period where I missed all of the potentially cool events! Sigh...well...maybe next year, haha!

Anyway, if I was to have some feedback, it would be:

*When opening presents, I found the text at the bottom (title, artist, link to page) to be both a) very difficult to read due to it being gray on gray (either outline the text or make the difference between text color and background color bigger to make the text pop) and b) not obvious that it's a clickable link due to the pointer not changing to a hand and the text not highlighting when hovered over. These mistakes just made it look a bit unprofessional, especially considering its the main selling point and surprising it was overlooked.

*I kept thinking I could click on things to interact with them and move around due to the presence of a mouse-pointer on screen, but I found you could only move with the keyboard and interact with space bar. Why even have a mouse pointer then? Though I swear when I started, I thought I could move and interact with the mouse, so what the heck is going on??? (Now the mouse is working again? Dunno why it stopped working for awhile...though even with it working, it can be difficult to figure out where to actually click on things to interact with them)

*For such a potentially social game where you get to walk around with other people opening presents and hanging out at cafes and such, I found the game to be incredibly anti-social: from what I could tell, the only method of communication was a heart emote and that was it, no other emotes, no chat, no coop mini-games or activities, nothing! I could understand not wanting to have a public chat that just gets spammed with racial epithets or what-not, but it still felt odd that, for the most part, you couldn't really communicate or play with each other. (Though of course, I got in late and never got to experience the theatre, so maybe there was something there and maybe the cafe as well)

*Are the cafe graphics glitched or something? All of the images for the drinks and food are exactly the same (it's kind of understandable for drinks, but all the food is just the same image of a plate of mish-mash). Perhaps it's an intentional joke and I'm not getting it, but it just seems odd.

*There were periods where I visited where there were tons of clone avatars lined up in odd formations, like a wall of Pico clones and what-not. Wasn't sure if it was intentional or not, like whether it was just a funny joke set up by the developers or people hacked the game or something: just made me confused on whether to laugh or be worried, if that makes sense.

Anyway, Merry Tankmas all!

SantaDrella responds:

Rest assured about the clones. It's festive tradition that we've been doing since the release of this game! Everyone can do that by opening more tabs so it's pretty much not hacked lol

Quite the funny experience, and an interesting take on alternate history! Certainly quite interesting to see Pico's School in 3D, but unfortunately it also made it feel even disappointing that certain things weren't brought back in 3D as well, such as the cool boss fights or exploration or just other easter eggs/references in general (I know its not the main focus, but still). Also where's my first person raising hand action in the intro: I really wanted that!

Moving aside from that and focusing on the Peter the Ant action: it was simple, but I enjoyed my time trying to crush the ants, and loved how you could hit the corpses (both the ants and other corpses) even after death to have them splat blood: that's some classic, old-school gibbing action I like to see. Though having said that, I did find it a bit disappointing that hitting the corpses, or indeed hitting the ant initially, didn't have a satisfying splat sound: instead it just plays the same bonk sound effect which wasn't as satisfying.

All in all, it was good for a few laughs. But for the love of god, please explain to me how you can code a trigger to fire an event that gives you an achievement saying you've killed Peter the Ant and beaten the game, but you can't use that same trigger to display a victory message in game! Not realizing I had already beaten the game, I got so lost that I ended up smashing all of the shit with a hammer to try and progress. That shit is on your hands, plufmot, your hands!

Happy Peter the Ant day!

plufmot responds:

I got lazy ahaha whoops. Happy Peter The Ant Day!

Wow, very cool stuff! Was absolutely blown away by the presentation and story in this game: loved the epic intro and loved all of the ways it delivered story like the news station and the chatter from enemies as the situation gets more and more intense: really helped make me get into my role as an avenger. Gameplay was solid as well: felt great to cause so much chaos due to the satisfying feedback, there was interesting systems in place of outrunning the police parade and standing still to reload that made the combat very engaging and intense, and I liked the amount of variation in enemies and the way the city slowly crumbles.

If I had any complaints about the game, it would be that it doesn't teach all of the controls and rules very well (for instance, I was lost on how to create more eggs initially), and that, despite having variation and escalation in enemy design, the game did get a bit repetitive nevertheless, especially in terms of objectives and scenery being recycled. Still, very impressive stuff, and what an improvement from the previous version!

VerilyFine responds:

Glad to hear you liked it! I'll have those things in mind for future updates, thanks for the feedback.

It's a decent attempt at a jumping ragequit platformer like Jump King, especially considering the short amount of time it was worked on, but it still felt very wonky unfortunately.

I think all of the basics are there and it works alright: there's a lot of clever jumps and setups you need to work through and while the world isn't terribly exciting as it doesn't offer any interesting hooks or environments to traverse, it still is somewhat fun to jump around.

What killed it for me for the most part was the lack of polish (which again, is understandable given the time).

For one, the charge bar is completely out-of-whack and an outright liar: after testing I noticed that you only have to fill it up to about half-way, maybe less, to already achieve the maximum a jump will allow, as filling it up beyond that to max will not change anything. This is not only confusing but also frustrating as it severely limits the amount of wiggle room you have to precisely tune your strength.

Next, I found that there were a lot of times where you had no recourse but to do a leap of faith, which sucks because other games like Jump King will at least allow you to jump straight up as a means of scouting ahead: in this all you can do is jump up into the other screen and fail and try all over again, which isn't fair.

Finally there were also just a lot of glitches, like times where I would charge up and jump while standing in the middle of a platform away from walls...only to not jump at all: only moving myself to the side a bit would fix this for some reason.

AnderssonKev responds:

Thank you for playing and taking your time to write this review. I appreciate the feedback and I agree with your points. The jump bar is strange though, it should work but I might have to look at it and see what's wrong with it.

I hope that you had fun!

As always with these type of collaboration galleries, I think the heart is in the right place, and I do think this gallery does a lot right in providing a very cool and informative look at some great art from some great artists.

But I'd be lying if I didn't find a lot of annoyances in terms of navigation and presentation with this gallery that really made the process more confusing than it should've been:

*The Back/Next buttons can be really weird because they don't respect history/context. Tons of times I would hit next, expecting to go to the next artist in the country I initially selected from the map, only to go to some completely different artist in a completely different country. Similarly, sometimes I would hit back to go back to an artist I viewed previously, only to end up on another artists page I've never seen. I believe this is because the buttons work off of the assumption that you're moving from the context of the artist list, not the world map or the user's history. Very confusing.

*I really wish there was a way to view the artist's name and info page more readily instead of having to page through all their artwork to get to it. Yes, you'll usually get to their profile eventually, but I don't know why their name flashes for a nano-second and disappears before I can even parse it: it'd be nice if their name was always in the corner (or appears if I hover near a part of the screen, similar to the bottom toolbar) and I could click on it to go to their info page immediately.

*I don't know why the artist buttons when you select a nation don't highlight when you hover over them: I wasn't even sure if I could select an artist specifically because of this.

*I don't know why, maybe it's on my end, but there were a lot of weird instances of flickering text and graphics.

*It's not a huge issue, but I wish it was more easily apparent which countries have content within them. Yes, they get 'pinged' by the rotating sonar animation every now and then, but why not have that alongside a natural highlighting of all of the countries with content? It can just make it frustrating to have to hunt and check every country manually one-by-one to find where everything is.

*What the heck is up with the ordering of the artist list? It seems to be pure random, making it difficult to find someone. Shouldn't it be organized in alphabetical order, or maybe grouped by country?

*Some of the buttons can be confusing: for example, I hit 'Credits' expecting to see the info of the artist I was viewing, only to have it take me to credits for the entire game. Similarly, I was just trying to go back to the world map to select something else by hitting 'Quit', only to have the entire game shut down. Yes, it seems obvious in hindsight, but I hope you can see the logic of how this can be misinterpreted.

JamesChapp responds:

Ths for the feedback. yo realy help me to improve the galery last year.

the artist list goes in the order in which they entered the gallery.
the back / next buttons follow that order.

I understand that the gallery is difficult to navigate ... somehow I think I do it unconsciously ... like having an art gallery and wanting visitors to get lost in it.

I think there are many things to improve the gallery. I really appreciate the time you took to give me all this valuable feedback.

I'm going to analyze it and see what things can be improved for next year.

For me, one of the biggest challenges of this project was that the gallery does not obscure, distract, draw attention, annoy the artists' drawings ... but at the same time ... it does highlight and help to find the artists.

Already this week I start working on the 2022 gallery.

I thank you again for the help!

Greetings

Argh, this is a tough one for me: I do really like how charming this game looks and feels, but damn did I just find it frustrating.

There was a lot to like in the game: the levels were very cool and intricate with not only secret stars but also multiple routes and little hidden caches of candies, and there was a lot of challenging obstacles to get through with skillful use of the slides and jumps. And of course, the art and presentation of the game was very charming and bouncy.

But as hard as I tried to enjoy it, I just couldn't get into it as levels would quickly devolve into me constantly ramming into obstacles I couldn't see coming in time, slipping down unclimbable slopes and having to restart to try again, getting frustrated at never being able to stand still on tiny platforms since everything is slippery, and so on and so forth. I wanted to elegantly slide and maneuver through the cool levels and feel the rush of speed and smoothness, like you can in other fast-paced platformers like Fancy Pants, but it was impossible to do it here without having to annoyingly go through so much trial and error.

I mean, c'mon, it's been decades since Sonic came out and we still haven't learned that having a character move so fast and a camera being so close is just a recipe for disaster since you can't see obstacles ahead? And then you add to that already disastrous mix with an entire game themed around the most annoying level in every platformer: ice levels. Well, then again, everyone else seems to love Sonic so maybe I'm just an old impatient fuddy-duddy, haha.

Again, it definitely has a lot of potential and it was cool to see the game constantly getting updated and such, but at its core, it just felt like a very outdated platformer.

Stepford responds:

I definitely agree. My counter to ALL of your points is that the levels are so short, that you learn those elements pretty quickly. So you just retry and retry, getting faster and faster times. I do understand that the first time you play the level, it is frustrating, annoying and sometimes a bit of blind guessing.

Most people played the game for the speedrunning on the highscores, but if you goal is to only beat the level once and move onto the next, I could see how only the downsides of these mechanics would show. So I totally agree with your points!

Having the camera pan out based on speed should've been something we did, for everyone's sake. I have the same issue when I play Sonic and I also hate that game, but the levels are a lot longer in Sonic than in here, so :shrug:

Thanks so much for taking the time and writing out this thoughtful review! Love you, Futurecop! <3

Wow, really nice stuff here! Felt like an all-around solid game in terms of both having an interesting concept/mechanic that was explained well and just being solidly constructed and fun to play. Excellent presentation, with both gameplay elements as well as the title screen/intro being very smooth, juicy and professional looking which gave an excellent first impression. I had a good time trying to scramble both players simultaneously to beat the clock, and I was a little surprised to see that the levels looked to be randomly generated on replays, since it felt like the obstacles were always crafted with purpose and intention, so kudos on that algorithm (or maybe I got lucky RNG, haha). Speaking of replays, that would probably be the only downside of the game at the moment, in that due to how long games can potentially get, it did kind of make me adverse to play it multiple times since it was so arduous to get back to where I got previously, especially since it felt like a game which could've been fine level-by-level with a set amount of time each instead of a survival where you need to build up time. But hey, the game was a great experience nonetheless, so nice work!

JauqGames responds:

I appreciate all of this feedback Monthly Reviewer Man, thanks for writing a nice and long review. Levels are, in fact, procedurally generated (I find it easier to make many levels this way, especially when a 48 hour game jam time limit is at play). I will admit that the gameplay is a bit slow considering the fact its a highscore-type game, but I felt it was a good pace for the more puzzle-y gameplay presented. Still the gameplay does lend itself better to a level-by-level system something I will definitely consider in a potential sequel.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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