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FutureCopLGF

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Quite the weird experience! It's not exactly the most complex or fun game or anything like that, being essentially a walking simulator, but it did nevertheless feel intriguing and compelling to be part of this odd adventure. In particular, it felt quite powerful to be part of the process, to be the button, the jumping force that strips him down further and further: as simple as it was, it did feel a bit harrowing. I thought it was a bit odd that the dialogue triggers were visible to the naked eye: usually those are hidden, wasn't sure if it was a glitch or intentional? Nevertheless, as much as it was a bit of a bummer, thanks for the trip!

dietzribi responds:

Thanks for the review!
Regarding the dialogue triggers- originally I didn't plan to have them visible, but it felt better to where they are!

Pretty neat puzzler! I felt like this game had a pretty cool concept, and did a good job at walking you through escalating challenges with more and more clever designs to solve! In particular, I thought a lot of the puzzles that required you to do some recon so you could make a shot you couldn't actually see from the throwing position were neat, and I liked some of the ones near the end where you guide the ball through doors. Just really fun all the way through!

In terms of complaints: there was a little bit of confusion at the start when I didn't realize I could hold down click to charge my throw, but I figured it out rather quickly, so no biggie. I didn't like how previous ball throws wouldn't vanish when you make a new throw: they could end up getting in the way of your new throw, so I'd have to annoyingly wait for them to vanish before making a new throw. Also some of the physics were a bit wonky at times, particularly with balls getting influenced by opening/closing doors. Also, the fact that a lot of the puzzles were about making shots where you couldn't see where it was going since the target was off-screen were a bit annoying at times because of that lack of visual feedback (though I did like them nonetheless).

I had a nice time with this though! My only actual complaint would probably be that I wish there were even more puzzles to go through as I felt it was doing a good job at escalating the difficulty and introducing new mechanics like guiding yourself through the dark when suddenly it was all over. Oh, and speaking of that, the ending was a bit of a downer, hah!

raulmorenotamayo responds:

I completely agree with everything you said. This is very valuable feedback, thank you so much!

Pretty cute game! Certainly has some good presentation to it in terms of graphics, and I love the transitions and animations when picking up blueprints and building and such. Also thought the trip around the island was neat as it had a little bit of a tutorial aspect in building bridges, and a puzzle aspect in building stairs out of buildings.

As much as I did like it, though, I couldn't help but feel a little disappointed when it was over so soon. I couldn't help but feel that the game was building up to something, like a little bit of a Sim City or Animal Crossing route where people would start to move in and you'd build them stuff in certain ways to help make everyone happy. Even if I disregard that and just treat it as a chill game with no objective but to make a nice city that pleases you (which I did), it still felt a bit lonely in the end, zooming out and seeing the island without any other kitties wandering around, and it also felt a bit lacking in terms of enough cool architecture to build to really make your own personal touch.

I still had a positive experience with it, so kudos to that! But I guess I'd love to see an enhanced version that either a) adds a whole escalation to goals and directions for building/managing your city and people or b) adds more fancy buildings, objects, paints, etc you can use to decorate your city in more creative and fun ways.

Sambero responds:

Thanks dude. Your feedback is always incredibly useful and I was genuinely waiting for your comment hehe. We are already working to expand the game, more towards the sandbox route, and we hope it will turn out nice and feel more complete ^^

Wow, quite the upgrade from Heck House, and not just in terms of graphics, but gameplay as well! I ended up getting really addicted to this game: it's just so moreish in the way you can keep discovering items, putting them to use, getting another item, using it, and so on, all in a rather intriguing playscape.

I felt really clever not only figuring out the puzzles, but spreading out the team, making use of their shared inventory to scout out and recover items while minimizing travel time. That being said, the game kind of screwed me over by making some puzzles require some specific people to do them like cutting the fish (which was confusing because I didn't know each person's name from outside the game or inside). I can understand it, as it makes each character more interesting, but it felt bad that not only it ruined my strategy, I felt it also hurt the pacing by forcing backtracking.

There were some other confusing aspects, like the lack of explanation for basic controls and what buttons do anything at the start. Also, I had no idea how to save my game, and the load menu freezes if you try to exit it. But overall, it felt like a pretty fun and interesting adventure game!

EDIT: Made it to the ending and did the ritual and everything! Was good to dig up all the secrets. As funny as the joke about it being too complex to draw the ending, man, I was hoping for a big explosive payoff! Oh well, at least the gags afterwards were funny. Felt a bit silly as well that the ritual plays out automatically when you have everything: I would've preferred to use each item manually so as to feel clever. Anyway, nice work!

AxolStudio responds:

Thanks for playing! Your comments are very helpful - although I probably won't be changing this game, I will keep them in mind for future projects!

BTW: P / Pause shows some info/details about the character you have selected which might help with the few puzzles that required a specific person.

Quite the impressive game and editor; It's like a mini Mario Maker! I had both a fun time playing through some featured levels in the listing, as well as making my own level called 'The Basics'. The editor was very easy to grasp how it worked due to the great HUD design and control scheme, and I liked how it had all of the essentials like having to play test your level. Uploading was a breeze! I also liked how animated and charming the presentation was: menus swish out, blocks make sounds as you place them down, and so on.

In terms of complaints: the gameplay is a little simple, so even as impressive as this is, the appeal does wear off rather quickly. Lacking a tutorial or buttons on screen, the game is a bit confusing at first to learn how to control anything. I wish your character would freeze when you enter build mode so they don't get in the way (and it'd be nice if there was some way where you could just have the character float around with no gravity perhaps). Also with no built-in levels to work with, it is a bit overly reliant on having the good luck of finding a good user level to play for fun (and I have no idea how to vote or feature levels that I find for others). But I can definitely see myself coming back to make maybe one more level: it just works so well!

Prox276 responds:

As always, I greatly appreciate it! I can't overstate how much I look forward and value your
reviews each time I release a game! :)
You rarely get to see in-sight this extensive and honest. Thank you!

I think there's a pretty decent concept here, but at the moment, the execution felt very rough for me, leading to a bit of a mixed bag feeling.

To start, it was very confusing for me to figure out the rules of the game: eventually I grasped that it was a bit of a defense game where you try and stop a lemmings-esque swarm from entering your portals, but until then, I had no idea. The energy bars on the portals are so tiny that I barely noticed them, and even when I did, I was confused why, when the enemy enters one of my portals, that it adds energy to their portals instead of damaging my portal, which I felt would make more sense. Furthermore, when I beat the level, I actually thought the game either bugged out or required me to manually quit out to proceed to the next level because I didn't notice the exit portal. I notice you do have little signs that point to objectives, but they disappear so fast: maybe they should stay present all the time, or at least stay for the entire duration of your first level experience to serve as a tutorial.

The combat was alright once it got going, but it was a bit annoying that you don't start with a full array of moves: instead you only get your combos piece by piece very slowly, making combat feel very boring until then. I understand that maybe it helps teach the players the moves, but it just took so long to get to the good stuff and I felt unfairly gimped. Having said that, combat still did feel somewhat lacking even with the combos since the game didn't seem to require any strategy for their use, like using heavy punches for greater knockback or to break shields over using light punches, which could maybe double as mobility options for getting around the arena faster. I'd push myself to use the combos to keep myself excited, sure, but more often than not, I'd screw myself over since it would be better and faster to just take them out with the same mash combo over and over.

Levels were a bit tricky as well, since they fluctuated in difficulty and thus, didn't feel like they gave a good feeling of progression or story to the game. This issue is a bit exacerbated by the reliance on user-created levels as well. The character also had a floaty way they moved which caused me getting caught a lot on geometry or having no way to engage with an enemy without bumping into them, causing damage and frustration.

Again, I think it is a really neat concept that could definitely work: when you have the right level with a right combination of enemies to fight strategically, it can lead to some really hectic and fun brawls where you need to improvise. But at the moment, I just wasn't get the scenario much of the time. As down as I sound on it, I still feel its a good core that I had fun with, and I look forward to the continuation of RogueBot that you allude to, which hopefully this feedback can help in some way with.

MindChamber responds:

this was a fair and thoughtful critique, and I agree on all counts, thanks for taking the time to review

I wasn't a big fan of the way the bombs switched back and forth, but once I got used to it and saw how the levels were constructed to work with it, I ended up loving what a cool design decision it was! Love how satisfying and fun it is to get through the challenging levels by getting better and better at utilizing the bombs in all sorts of ways: you start off easy with simple bomb jumps, but later on you're chaining together complex combos like jump into wall-bounce into bounce and so on. It's a bit silly in a way, but the bomb switching did add a necessary complexity and rhythm to the game that felt good to get under control and tame with skill.

The game did have a few wonky aspects. I kinda hated how the player has a bit of a momentum to their movement and ends up drifting: this made me end up going into a lot of spike walls which had bigger hitboxes than I expected. (I understand it's most likely necessary because of wall bounces and such though). Speaking of hitboxes, the hitbox from a bomb explosion also lasted a bit longer than I felt necessary, creating weird scenarios where you run into a dying explosion and well, die. I wish the game had a cursor lock so I wouldn't click off the edge of the screen and end up losing control. A minor nitpick, but I didn't like how when you're looking at the notes it doesn't pause the game. But really, I feel all my complaints are quite minor compared to the fun I had.

Anyway, well done on this! I had a blast, bombing along through the levels, all to an addictive jaunty pirate tune that's still stuck in my head!

EDIT: Woohoo, Galleon Bertha is complete! What a wild ride and amazing ending: didn't think the game would escalate that much!

saantonandre responds:

Thanks once again for your well thought reviews Futurecop! glad you're on newgrounds satisfying devs hunger for feedback.
I've already watched your gameplay on twitch, I just couldn't wait for the March video :)
I've gotta say, while I failed at showing what were supposed to be the "main solutions" on most levels, my players never cease to amaze me by planning the most complex uncontemplated routes, hahah.

I'm glad you enjoyed the main mechanics! switching was in fact a necessary ingredient for the design of this game, not just to add complexity but in order to keep freedom of movement and being able to shoot unlimited bombs at your pace, with no cooldowns or ammo system, yet having to give a purpose to your inputs. Not having to switch would have so many not-obvious implications.
Yet, I know how it's bold to expect players to adapt to it. I'm happy whenever I see players like you putting effort to slowly find some entertainment.

I agree on the wonky aspects, which I may have subconsciously ignored as I got used to them. I can fix some right away. (EDIT: just implemented cursor lock and adjusted some hitboxes)

I also agree on the tunes, Tim really did an amazing job!

Christ almighty, this really brought me back to those old days! Every single aspect of this game is well constructed to deliver nostalgia from all parts of Newgrounds, most notably to the old favorite 'how many celebrities can we torture' Assassin series. I'd complain that I think the game overstays its welcome by requiring you to kill Lola more times than you have variations for, so you just end up repeating a bunch to get to the ending, but I think that does capture the old overindulgent spirit accurately, so I'll let it go, haha.

By the way, why are we attacking Lola Bunny? Based on the controversy I barely know of, wouldn't the one we want to punch out and torture be the people who authorized the changes to Lola, not Lola herself? Unless that's the joke? I'm old now, I can't keep up with this stuff.

Yomuchan responds:

That is the joke. You're pretty fast on the uptake, fellow old one!

Anyway, read the opening dialog carefully.

I want to like this game: the weird potentially capitalist commentary weaved into platformer mechanics is a unique concept, and the presentation and aesthetic of the game has an interesting charm to it. On the other hand, however, the game's difficulty curve is absolutely ridiculous. Maybe the difficulty is intentional as part of some sort of subtle message? Maybe it's supposed to frustrate you to make you behave more callously to the men you trod on as springboards? I can understand if it's all intentional and just not for me, but I dunno, if this was football, I think this game would get called for unnecessary roughness.

I've played a lot of difficult games in my time and had a blast. Doom Eternal, Super Meat Boy, Celeste, etc, all of them great experiences. The difference with this game is that it just throws you in the deep end immediately and expects you to make crazy pixel-perfect maneuvers that the controls are not built well enough to achieve reliably. Without all of the subtle touches that other games provide to enhance controls like hitbox forgiveness, input buffering, coyote time, and so on, this game just became so frustrating. So many lost jump inputs! I'm sure someone out there can beat it, and I'm sure I could too in time, but it would not be fun at all in my opinion: it wouldn't involve getting skilled at the game, it would involve getting used to the jank. Couple that with having to play on a tiny screen and yeah, I don't need both eye and hand strain from one game.

I was tempted to go all the way with this game in spite of it all, just because of the weird concept, the actually clever (though sadistic) level and obstacle design, and desire to see how it ends, but unfortunately, it lost my save file after I finally beat V and quit to take a break, and I didn't want to go through all that again. I suppose it's fine anyway: feels like the game was just building up to guilt trip me in the end, so I'll just claim a moral victory by opting out.

HapPie responds:

Thanks for sharing your thoughts, if you don't ever find the will to come back to it you still got the gist of what I was trying to accomplish and that's what matters to me, so thanks! And also you're not wrong about the ending.

This one's an odd duck for me! I like these kind of 'smithing' type games where you manage shops and craft items, and this one was pretty neat. Lots of interesting complexities to the job like getting coal and ingots ready, timing your bellows only when the coals are hot, hammering the iron dead center for perfects, and so on, were quite fun to get good at managing. While it only has one item to craft at the moment and simple deliveries, it's fun to build up your renown while running around and listening to the goblin moan and groan, haha.

The crux of my mixed impression was in regards to the tutorial/instructions. On one hand, while the game does help out somewhat with environmental storytelling, like symbols next to the stations and little feedback touches like the coal spitting out fire if you time the bellows, it was really confusing to figure out how everything worked. For example, I still don't know if there is a way to keep the fire going, or if you just need to have it run out and resupply with coal. I didn't even notice that there was a very tiny 'instructions' billboard in the corner that was trying to help, and even when I did notice it, it wasn't much of a help at all as it was way too small and vague. But on the other hand...I kind of ended up liking figuring everything out on my own through experimentation and making good guesses so...it might actually be the game's strength, in a way? I dunno: that's the tricky part of game design! But it's definitely something I thought you might want to consider.

I do think, at the end of the day, while this is currently lacking, this is a pretty neat proof of concept that I had fun with, and I would love to see this expanded on: stuff like more recipes, more orders, quests, and so on. We need more of this goblin smithy!

TealRocks responds:

Big Big Thanks for this detailed feedbacks :D!

We're really conscious about the repetitiveness of the gameplay over time,. Complexify orders (add new weapons), add several kinds metals, add customers and fidelity system, complexify the inventory, add a reputation system for weapon, and others. This is a sample of ways we want to upgrade the game. We heard and took seriously and constructively your comment :).

Also we've a very cool idea that is create a "Weapon Test Zone". The purpose of this zone will be : You will be able to test weapon on "victime" (like humans ^^) in a mini game to increase its reputation. Really love this idea ^^.

So, when we started, we didn't think to continue the game but we received a lot of good feedbacks and we've many ideas to improve the game. So be sure we will continue to develop it :).

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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