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FutureCopLGF

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Very impressive for a game jam game! I think the implementation of the slow down mechanics was very well done. It was very fun and challenging to navigate through the obstacles you setup, though I have to admit it got a bit frustrating at times due to the confusion over figuring out what the exclamation over the enemies signified (turns out it is a proximity detector that stops the enemy from shooting) and the confusion over where the player's hitbox was. At the end of the day I made it through, though!

Prox276 responds:

Thanks for your constructive critisism! I will probably participate in another game jam of some sort and I will try my best to make these rather subtle things more clear.

A simple game, but it has a lot of pep to it that really elevates it! The music and sound effects are great, and I love the effects that happen when you pick up an item, among other things. Game also has some really smart design to it in terms of the level structure and the enemy AI: you wanna stick to the outer roads to be safe, but in order to keep the combo going, you have to risk going through the diagonal rooms where the enemies move erratically. It is a little short-lived however and could maybe use some more elements to it to keep the player engaged.

CMulholland responds:

Thank you for sharing your experience! I'm glad you liked it and see what I see in it.

Fantastic puzzler! Felt great to make it through the puzzles and learn how to handle the ball with precision. Good minimalist design and music to let you get into a flow state and enjoy spinning to win. Would love to see more levels from this, though I will say I'll need time to uncramp my hand, haha. It is a bit difficult to control at times with the keyboard: it could potentially help to switch from a digital input to an analog input by letting, for example, mouse movement spin the platforms: that way you could use more subtle, slow movements which aren't possible with digital inputs, and that'd let the player feel more in control since it can be frustrating at times. Nevertheless, it was fun!

AlienPlay responds:

I plan on making more levels. Thanks for feedback and ideas! :D

Pretty cool game with a lot of punch and explosive action to it! Bit tricky to understand how to play the game at first, but it seems to delight in being a hardcore game so I guess it comes with the territory, haha. That being said, the tutorial for learning slow-mo was very effective in its timing. Definitely a lot of fun blasting through this game, but its dragged down a bit by 1) bullet spongy enemies 2) getting shot and stunned by off-screen enemies 3) weird wall jump mechanics. Once you get used to it and embrace it, its fun though!

EGurt responds:

Ha, I'm not biggest fan of bullet sponge enemies either, but I originally wanted to try something different with 2nd part. For this exact case though, impossible difficulty was added later. Many players can find it easier too.

I believe enemies would only shoot from off-screen if they've seen player's projectiles first (like trying to play by player's rules), I can be wrong though, especially with that open level with 2 walkers.

Getting stunned might be a problem. Hopefully next release will feel better about this gameplay mechanic.

Seems to have a pretty good setup of mechanics and gamefeel, but at the moment, it just feels a bit aimless. Took me awhile to determine what the game was even about and if there was a goal: at the end of the day, I guess it's just supposed to have you survive as long as you can in a random level by punching people and building ways to route enemies around. Would love to see this built with a story, or levels, or something, as it does have a lot of good things going for it at the moment.

danidre14 responds:

Thank you again for the review! And yes, I realize the game isn't as intuitive for others as it is for the person that code it. I watch you play asking myself why don't you do this or that, and I realize I only know so much because I made it.
I've discontinued work on this project, but the experience is what I would go with, for my future games. Thanks! :D

Pretty cool once it gets amped up in the later levels (past the first upgrade), but it is a bit long and boring to get their initially, potentially leading to dropping off. Mechanics can be a bit frustrating as well without being able to aim the gun at all and being forced to wait, though I understand that is the main conceit. Still, once it gets going it is has a nice, challenging feeling to it with a good level of polish and creativity in the level design.

Prox276 responds:

Thanks for the feedback! I completely agree with you, it does get boring around halfway into the game.

Pretty cool platformer, though a bit frustrating at times (though it is inspired by hard games, so you can take that as a compliment, haha)! Bit of a bummer that it didn't have any music within the levels: felt overbearingly quiet at times, and considering the SFX were so cool, I would've loved some music. I didn't really understand most of the mechanics: the cloning seemed to just be used as a stepping stone for jumps, but it also respawned you at them before respawing you at the start anyway? Could use an ammo counter for bones as well as candy score, and some forgiving jumping mechanics. Still, in the end, the game has a good variety of enemies, platform setups, tricks and traps that make it a fun challenge.

Newdam responds:

Maybe the music is not charging well because the game has 8bits music. I´ll check it. Thanks for your comments!

Pretty goofy and funny. Enjoyed the art and presentation, and thought the dialogue was well put-together with some nice moments where the dialogue is interrupted or paced to great effect. Would love to see if the combat could be improved to make it more unique or SCP-specific, as at the moment it is fairly default mash-attacky, albeit with some humorous replacements.

Meganaut123 responds:

Thank you! I'm glad you enjoyed the game! :D

Surprisingly impressive and deep! Was not expecting that level of mechanics from this simple one-button game, such as gravity switching, cannons, back-and-forth puzzles, but I thought it was a great implementation of it all, especially with the boss level. Only critical feedback I would have is to fix the readability of the HUD elements (bright colors on top of bright colors don't read well), add a little bounce to the animations for the character and enemies, and I feel like the hitbox for the characters, or perhaps the hurtbox for the spikes, are way too big and should be more lenient. Great and funny experience though!

JohannesGross responds:

Thank you very much for your feedback! Going to implement all of that in the next update.

Not too shabby! At the moment it feels like its missing a little something special to it, but it's solid enough. Feels a little haphazard and disjointed in terms of theme: we've got this story about death, but we're jumping around clinging to frog tongues and such. Platforming is cool in terms of obstacles and challenges, especially the wall jumps, but it also feels a bit too fast and sharp for me to comfortably and skillfully handle the characters in a good-feeling way. Looking forward to more!

piratechipgames responds:

Thanks for playing and providing valuable feedback! -Ibrahim

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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