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FutureCopLGF

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Had a lot of difficulties trying to play this game initially due to some weird license validation, but once I refreshed it worked, and thank goodness it did!

Game is a pretty solid puzzler with a charming aesthetic and story to it. I like the mechanic of balancing moving so many opposing elements around and trying to keep track of it all and not killing yourself. I also felt the mechanics were introduced and tutorialized intuitively and effectively with the narrative. If I had some complaints, it would be that there were a lot of typos and mistakes in the text: it kinda adds to the goofy nature of the game, so it's not all bad, but it did kinda take me out of the experience since there were errors in practically every text segment. Also I felt like the game could stand to have some more powerful sound effects to accentuate certain moments, especially like death and victory, which are done in silence. Still, very nice game!

TristanMX responds:

Thank you! This game was made in 5 days for a game jam, so although it could had been bigger and more solid, I had a deadline to reach. My self imposed challenge was to make it semi-rytmic, and that was what I aimed for... sorry for the typos, as you may realized I'm not a native english speaker, some other where intended for the sake of silliness.
.. and while "fast coding" I may had committed errors without noticing. Anyway, thanks again for playing it 😁

Very interesting game! A bit too confusing for me to comprehend at times, however, and the progression curve seemed very odd where it took a bit too long to get to the real cool part of the game (though that might've been from me having difficulty telling what the heck was even going on at the beginning when generating things). Lots of elements of the games seemed a bit clunky and frustrating to figure out: for example, the mini-game with things and anti-things was blocked by the buttons so even though I figured out to hover over anti-things the buttons blocked me, and moving friends around to build things was odd as they didn't seem to build in a logical manner: I kinda needed to stop and start moving and fidget about to get them to respond. I did love the really cool transitioning between modes and the sense of escalation and craziness which was accentuated by the musical changes which you've done very well in your previous games, so there definitely does seem to be 'something here'.

adriendittrick responds:

thanks for sticking until the cool part :)

I love the goofy aesthetic of this game that is told through it's comical story, art and animations! However, the lacking element of sound really hurt the game: I would've loved to hear the main character gobble up the enemies, among other things. Enemy attacks seemed abitrary at times as well, with no sound or animation cues to signal them that I could tell: I'd just take damage for some reason not apparent to me. Some of the platforming was a little glitchy at times, and the upset stomach mechanic was a bit confusing: I thought at first it was only happening when I overate (on a full energy bar) but then it just seemed random when it filled up or didn't. With some more polish I think this game could really shine though, since it was still fun to play just going on its comical presentation.

catproX responds:

Thanks for the awesome feedback. Completely agree with the mechanic concepts. The game jam was a great experience and one of the lessons learned was about sound. I was able to grab the music from Freepd.com, an excellent tip from GeoKureli. What sound effects I was able to find were pulled from opengameart.org and hastily thrown in. In the future, I look forward to working with the talented composers on the site.

Pretty neat game! I enjoy the gradual increase in difficulty and the way the levels teach the mechanics in a very subtle and intuitive way, such as forcing you to walk past some example plankable areas with a carpenter so the player sees how they work, and how levels have good 'gotchas' areas where you'd get stuck if you bring everyone there too soon in the wrong order. Definitely pretty good, though there are some annoyances. The art is a bit too dark, gray and drab (I know, it's intentional, plague-times and all that, but still, it shouldn't hurt the gameplay) and it makes it difficult to tell puzzle elements apart in the environment. Also, it is a bit annoying that the game doesn't seem to have a restart button, nor a save feature: I got stuck and had to reload the page, only to lose all my progress, which was a bummer since I was having fun!

MonoFlauta responds:

Thank you a lot for playing it and featuring it on a video.
The restart button is pressing escape if someone find themselves stuck. Sorry about that!
About the game, we are planning to make a new version keeping the mechanics. As this one was made for a game jam, there are a tons of things to be poolished.
From what you meantioned, we are planning to make things more clear for the player. The levels will be more lighter and the models will have bigger differences. Hopefully, these changes will help.
Thank you once again for your review and for playing it!

Very cool game! I like the idea of jumbling together a bunch of simple mini-games based off of common 'first game' themes you see in tutorial videos on youtube and such and creating a rapid-fire Warioware-esque reaction game where you cycle through all of them. I had a lot of fun playing them, with some of them being better than others. I felt like the tutorial section wasn't even needed: the thought is nice, but it took way too long, and all of the games did an already good job at leaving a second or two for the player to react and realize what game you were playing and the controls to it (except for flappy disk, that can kill you instantly, screw that game haha). I'm unsure if I'm missing some sort of ending or something: I played the games and got a high score but I was kinda waiting for some sort of twist ending or event to happen. I tried hitting publish but nothing: maybe I need a higher score?

HealliesGames responds:

Actually the main game is a score attack, but yes there's a little bonus secret!
The publish button is just for Newgrounds, to let players share their high-score.

For the secret you need to enter the BIOS of the virtual machine, as the readme suggests.
Thanks for the feedback!

Pretty nice game! Everything seemed to be pretty solidly put together: neat dialogue boxes, good movement, shooting and animations, and nice level design that introduces the mechanics bit-by-bit in a natural way. Kinda wish the dialogue boxes could be controlled manually so you can read at your own pace, but the pace you set at it wasn't too bad for me, so no biggie. Only real problem I had was that I feel like it...lacked something. There was a lot of built-up intrigue and mystery at the start, it escalated bit-by-bit, and then we suddenly had this huge battle at the end. It felt strange because, while the end battle was cool, it kinda came out of nowhere and didn't answer any questions and just threw together some sort of jumbled-up moral. Take it as a compliment, I suppose, that I felt like it was so well put-together and intriguing that I wanted more out of it in the end in terms of plot and story and scale!

VascoF responds:

Many have said that the ending seemed forced, and with your description I think I finally understand why. Thank you for the great review!

Pretty decent game with a neat concept! I enjoyed trying to collect all the people into one line and lead them together through all the obstacles that threaten to disconnect them to the finish all at once. It's pretty bare-bones at the moment, though, and I feel like the concept could be communicated a bit better. I couldn't even tell that a line was forming or why the tether was breaking on the first level: perhaps the first level should be more linear to start with instead of having verticality. Also, perhaps people in line should be closer to each other so it's more obvious they are forming a queue, and perhaps the tether should thin itself or turn redder and redder when you begin to stray far enough to break it so it's visually apparent how it works. Would love to see this get improved upon and have levels with medals where you try to get optional perfect chain finishes!

keybol responds:

Thank you! There are definitely a lot to improve here and thank you for the feedback. I'll keep them in mind. We also want to explore this chain concept!

Very charming game! Loved the art and presentation, loved the way you crash down to Earth, and I especially liked the Katamari-esque discussions with God after each level where he either cheers you on or keeps telling you how you misinterpreted his will and blew it (like I did constantly haha). I think the game really shone when it came to determining how to interpret God's will, and it's for that reason that I felt like stuff getting in the way, like trees shooting projectiles at you and making you respawn, and how people could run off screen to escape, just got in the way. Loved the replayability that the game has with the different endings and way the world changes based on decisions: great job!

adriendittrick responds:

Thanks for the very nice and thoughtful review :)

I couldn't make it past day 10 and threw myself to the outside world in despair, haha. I had a good time with this, though! I'm not usually one for warehouse/block-pushing puzzlers: I usually just suffer through them to play the rest of the game, like Lufia 2. However, I feel like the concept/theme for this was wonderful and really sold the game by showing it in a fun and goofy light. Some of the mechanics were a little confusing at times, like how to watch TV you need to approach it from a bottom space away and go up to it, whereas if you come at it from the left and go up, you'll push it away without watching.

adriendittrick responds:

thanks for trying anyway :)
Yah the mechanics were mostly cobbled together in one day!

Cool introspective game! Even though a lot of people will probably call it edgy or navel-gazey or what-have-you, I think it's very accurate to the thoughts that I and plenty of others have been having during this period, and it was fun to go through it. It was ok for me, but I could see some people falling off potentially: perhaps get to the twist/hook faster by sprinkling in some clues or tidbits earlier. Could also maybe use a bit more polish in it, like giving the text box a border and maybe even sound effects when text is being written (unless you think that would detract from the sullen atmosphere of the game). Anyway, I had a good time and it was nice having this conversation.

Side note: I wouldn't even bother having the psuedo-pc-game in there: just a pic of the character playing and commenting on it would be more consistent and better since the game a bit too drab and boring and it takes away from the actual game, I think (whereas if the psuedo-pc-game was good, it would detract from the real story so it's a lose-lose).

GabeMalk responds:

Thank you a whole lot for your opinion, your criticism was really insightful! I'm now wondering about a few changes for the full release.
I'm glad you've enjoyed the conversation :)

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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