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FutureCopLGF

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Hmm, a pretty decent implementation of Buster Bros gameplay! For the most part, I feel like the game is taking good strides in recreating that classic arcade fun with lots of fun power-ups and satisfying bubble popping. I love the little things you've put in like how the score counter spins up and your guy gives a little victory pose at the end of each level, along with other things like the world map and so on: very cute stuff! I also found the artstyle of the game somewhat charming: it had this weird old-school Geocities aesthetic to it.

However, I gotta admit that the game got quite boring for me rather quickly: I was already ready to quit around halfway through world 1, but I pushed on, hoping it would eventually introduce some sort of new obstacle or fun mechanic to keep things fresh. However, once I finally got to world 2, all I was rewarded with was a new bubble enemy that, while it looked different, it was exactly the same as before. It just felt way too repetitive overall and I could never see myself getting through all of the worlds: it just lacks any sort of variety or sense of progression to keep things interesting for me.

Pitigamedev responds:

Thank you for the feedback!

Hey, pretty cool collab! I love that you went the extra mile and made the collab into an entire game, being this cool scavenger hunt adventure game through a spooky house with some great, stylish graphics. Collecting the tapes and bringing them back to listen was pretty novel and creative: well done!

While I do love the effort, I'll admit that there are definitely some parts I'd like touched up. For example, those default buttons and sliders on the main menu don't give that great of a first impression. But more than that, the gameplay felt a bit lacking in atmosphere: I wish there was more ambient noise, like the house creaking, tv static, dripping faucets, or the hum of the fridge, I wish there were sound effects for interactions like a little metal jingle when you pick up keys, and I do wish there were more spooky events, like some creatures popping up here and there. There were also some confusing aspects, like how interaction points don't go away after interacting (like picking up keys), and that trying to open a locked door only gives you feedback on mouse release, instead of initial click.

I'll also say that the execution of the tapes felt a bit clumsy to me. I really wish you could listen to the tapes on the go, similar to audio logs in modern games like Bioshock, Dead Space, MGS5 and so on. Having to not only stop your adventure to go all the way back to your room to listen to the tapes, but to then have to just stand there and listen without being able to move around and continue adventuring, felt like a bit of a bummer. I know you want our rapt attention, but it just felt like overkill, haha!

Lizguy74 responds:

I'm sure there will bee a sequel where those issues will be addressed and I'll definably be apart of the next one. It was awesome!

Wow, color me surprised with this one! It may not make the best impression with its visuals and slight clunkiness, and while I do think that the story was a bit unsatisfying and it didn't quite push the camera concept as hard as I'd like it too (for example, some of the final challenges like the laser room can be beat too easily by just staying in the center when I would've loved if it pulled more perspective tricks), I found myself easily getting addicted to this due to its intriguing 9-camera perspective and its steady escalation of puzzles and mechanics. Basically, I think this is a pretty good example of the classic gameplay trumps graphics (and as much as I'm dissing the visuals, they still have some style and serve to evoke a rather mysterious mood). Quite the experience, and I guess I need to look up HalfQuake now...

Mantis1 responds:

Thanks a lot! I had trouble coming up with puzzle ideas that utilize the 9 camera concept. I specifically wanted levels that are not mazes, frustrating platformer challenges, or can be more understandable with 1 camera. I appreciate your review!

Ummm...call me stupid, but...how do you start the game? I can walk around and dig but the title screen doesn't go away and the game never seems to start. It is an unfinished game jam entry? I can retry later if it gets patched or explained or something.

EDIT: Ok, now I've actually been able to play the game proper by holding down the key. It's a decent little arcade game, but unfortunately I found it rather awkward and frustrating. I like the idea behind the game getting more and more harder since burying creates tombstones that make it more difficult to walk around, but the execution didn't work for me: most of the time it just led to coffins appearing in blocked-off areas or on top of others which made it an inevitable failure.

Extar responds:

You need to hold X to start. :)
I've uploaded a more up-to-date version.

Cute game with a pretty decent idea where you dress for the occasion with your limited resources, but felt kind of dry and insubstantial, not making the most of it: would've loved it if for every costume we put together, we were to get a funny little cinematic where it shows us in-costume at whatever event we planned for and we can see the earthling's response and be graded. That'd feel so much better than the current setup and would really encourage replays. Also, when you put together a costume but then cancel, I don't think it should reset you to no clothes: keep everything on and let us adjust instead.

AhWham responds:

Thank you for the review! Cutscenes showing the consequences of your picks were planned, unfortunately, I didn't have a lot of free time during this jam to make it the best it could be so a lot of features and replay incentives were scrapped to put out a complete game. As for resetting the clothes, that was done to prevent a bug of rewarding the player with no points if they canceled and then hit confirm without changing the clothes. I admit it was a bandaid fix and if I had put more time into this, it could've been much better.

I do hope, if I have the time and motivation in the future, to make an update/sequel that'll push this concept to its peak and make an overall great game

Hmm, a decent little dungeon crawler! The story, visuals, and exploration were pretty good as I liked reading all of the logs, collecting items and seeing weird creatures, but the game was held back by the tedious menus/navigation, rather dry combat and annoying random encounters/resource management. It was short enough that I made it to the end, but it was good that it ended when it did as my resources started to fall apart and I needed to awkwardly redo the boss fight after dying and just spam it down.

Seethe-Thorn responds:

Thank you for your feedback I really appreciate it!

Hey, this was pretty cool! It's short, sure, and a bit janky with weird visual glitches and some odd interactions, but I found myself really immersed into this spooky story experience! I wasted no time playing this several times over: even though the story always generally goes the same way, I still liked the little choices and interactions you could do and seeing the different responses, and was impressed at how some of them were more subtle than others, like not bothering to attack the creature with the knife. In general the writing and graphics were very evocative and it all led to a great 'title drop' finish as I doused myself and set it all alight!

In terms of feedback, as said before, the game can be quite janky in general. Some specific aspects that bothered me were moments like the photo appearing in your inventory before picking it up, weird visual glitches that sometimes even obscure text you're trying to read, examining the knife giving you the description of 'now covered with blood' even if you forgo attacking the creature with it, and whatever the heck was going on with the 'sound' if you can even call it that, haha. Nothing was too bad, but glitchy stuff like this did take me a bit out of the experience when everything else was doing its best to immerse me. It's a testament to the game that I kept continuing with the story in spite of the oddities because I just wanted to see the end!

WURMxFUD responds:

Wow, thanks for taking the time to play it so much! This was for a jam project so I definitely feel you on the jank- there's lots of areas that I think would benefit from more polish. That said, means a lot that you found it so immersive! Definitely will take your feedback into my next project, I appreciate such in-depth thoughts on it!

Pretty cool art collab! It may just be a slideshow of art, but I like the effort in theming the experience by putting all the art in their own test tubes, as well as providing some fun info to read about each piece. Also appreciated being able to go to an artist's profile by clicking on their name: makes it much easier to follow or check out the rest of their art if you see a creature that catches your eye!

If I were to have complaints:

I did feel like the aforementioned test tube theming was a bit low-effort: it all just looks incredibly static and boring, and the creatures don't even look like they're in test tubes, but rather standing in front of them. If you made the creatures color-tinted to match the liquid in their test tube, made them animate to move up and down a bit to simulate bobbing, and put some bubbles to float in front and behind them, then it would look like they were properly immersed and make it look a lot cooler, in my opinion. If you look at Xavier from @Zfert, that's getting somewhat close to what I'm suggesting where it looks like it is properly floating in the tube!

I also found the buttons to be a bit clunky, especially with the way you can hit buttons that are under the info pop-up which doesn't make any sense: you should disable any buttons that the info pop-up is blocking, or reduce the size of the info pop-up so it doesn't block those buttons, whichever works for you.

Nebulate responds:

Yeah… the creatures being static in the test tubes was also pointed out in the discord server. But the imiges was too big to be floating up and down or smth (i wassnt the programmer). Still glad that you found this cool. At least it was more unique than the previous creature collab.

Wow, quite the interesting demo! Definitely had a solid first impression: the art and animation of the world and characters was very charming with lots of fun dialogue and so much extra effort put into special emotes (especially since most games will shy away from creating emotes for things that might only happen once or twice), and the rhythm-based combat was pretty cool and felt surprisingly well-tuned (it's such a common occurrence for the note-charts to be annoyingly slightly mistimed).

That being said, while it was quite impressive and I'm overall intrigued, it wasn't all sunshine and rainbows:

The choice for inputs confused me at first: it makes you use the mouse at first so I was puzzled when it suddenly stopped, and instead of using standard buttons like Z/X, Enter, Space for confirmation, it used S, which I've never seen before (maybe it's common in other regions?).

I got really confused at the part where the game is teaching defense: I spent a long time thinking I was just messing up the timing, only to realize that I'm only supposed to defend against the red notes and instead attack with the white notes (maybe mixing attack and defense should be left until the next teaching sequence, or the coloring of notes should be explained better!)

And finally, the demo was pretty dang short and didn't allow me to get a precise feel of what the game is going to be like: I can make some assumptions, sure, but I don't know if there's going to be anything else beyond combat and dialogue.

SquishY-Bottom responds:

Great feedback! I'll try to release a longer demo in the future. I will change the key from z to s. I was considering linking notes to moves using more than just color for two reasons, 1 to make it more readable, 2 color blind people.

Hey, this is a pretty cute game: reminds me a little bit of Bubble Bobble and Balloon Fight!

It's not the longest game as it does unfortunately seem to plateau around wave 5 where it doesn't seem to get any harder or introduce any new challenges, but in general the game feels very well-crafted and polished and delivers some solid arcade fun: I got very addicted to trying to get max combos with a full train of ghosts while dodging through the chaos.

I also appreciated some of the subtle quality-of-life touches, like how enemies entering from the side of the screen (bats/ravens) have a brief second where they are dulled-out and won't collide with the player: this is great as it prevents those cheap deaths from getting hit by something you have no chance of reacting to.

I don't have any major complaints beyond, as mentioned before, that I wish the game had a bit more meat on its bones like more levels, extra modes, etc: the game is so good yet so fleeting! If I were to be a bit nitpicky, I'd also love some slight touches like having a bit more of encouraging juice to push you towards getting combos: for example, it'd be great if the point sounds would get pitched-up in sequence the more ghosts you put in as a combo, and it'd be great if there was a little fanfare if you get a max combo, stuff like that! I do also feel like certain things like lightning and fire shouldn't be able to be destroyed by your bullets, and skeletons shouldn't be able to be collected after being shattered, as it can make the game a bit easy, but maybe that's just me being too hardcore, haha!

LuckyDingoStudios responds:

When I was tuning the difficulty for this game, I initially had in mind a steady increase in difficulty that, if you were able to survive for long enough, you would eventually reach bullet hell-like waves that would provide more challenge for players of higher skill levels. But in my playtesting, I found that there was a certain threshold at which having too many obstacles on the screen broke the core gameplay loop. It could very quickly get to a point where it was not worthwhile to go for bubbling ghosts to bring in a full chain, and you would end up just staying in one corner trying to stay alive. So that is the reason why it plateaus at wave 7, after hanging at the difficulty I personally found most fair and enjoyable from around wave 4-6. Maybe not the perfect solution, but it was the best I could come up with.

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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