00:00
00:00
GoatEmperorI

Filters may affect review visibility.

Recent Game Reviews

2 Game Reviews

Future Fragments is a metroidvania-type adult game, its game aspect being in the highlight - it has a immersive lore and multiple detailed plotlines, a plausibly absurd universe and enough seriousness to make the triple-X action more of a main aspect rather than the purpose of the game. This game is definitely more than fapping supplement, but serves as such just as well.

Based on this demo, a lot of effort has already gone into the realm, the story, the visuals, the voiceovers and the cutscenes as well - including post-mortem animations before entering the game over screens.

However, the controls feel a bit "sticky" or "heavy" at times, especially without the overused doublejump most players such as myself have become all too reliant on. If there's anything I miss, it's some more variety in enemies, or at least their skills or animations. I know there will be many more environments to explore, but the whole gameplay became pretty monotonous with only six ways to "die" on the map and few other secrets to discover. Maybe adding death animations/cutscenes for a few existing enemies could be an optimal remedy.

All in all, if anyone knows e. g. Ghost 1.0, then Future Fragments is a pretty similar experience and I can whole-heartedly recommend it to anyone who wants a fair challenge with some very generous compensation for their slip-ups. ;)

hentaiwriter responds:

Thanks for the review and rating!

For the double jump, that's actually what you'll get after beating the Electric Level (a super jump, from the ground only); part of the reason we avoided the double jump as an inherent ability though is because we wanted more freedom in powerup abilities, many of which alter your physics and give you higher jumps or less gravity or (with later powerups) allow you to hover in place or shoot yourself up in the air by firing below you while jumping.

If we had a double jump from the start with those, it would lead to us being forced to design maps that would put a cap on this stuff (lest people just clear maps in one shot like when we all played Super Mario World back in the day and used the cape to beat entire levels effortlessly), but in a game like Future Fragments where cutscene choices can affect other cutscenes and there's a tight web of flags/conditions all over the place, being able to sequence break entire areas thanks to that ability would be a nightmare to plan for. :P

Each of the 5 levels has different enemies; in total, there's 20 enemies throughout the game, and 5 different bosses, as well as 2-4 environmental obstacles or traps throughout the levels, too.

A lot of the replay value/things to discover in gameplay comes from the variety of cutscene alterations; in the demo alone, there's roughly around 150 possible variations on the existing 30 or so cutscenes, with some cutscenes getting 8+ variations. We know that's not the biggest attraction for some people, so the game isn't for everyone, of course. (The values system coming up though might well change that!)

Every level will have a different set of mechanics too, which is the other prime way we try to keep gameplay fresh.

We're glad you liked it in general, though! :D

Recent Audio Reviews

3 Audio Reviews

The drums feel a bit too fuzzy at the beginning and with the filtered synths they're making the first half kind of dampened or "muddy". Maybe spicing up the buildup with a solo could help.

Yuki Kajiura's "Mezame" comes to mind for example, where the upbeat theme boots off after a flamenco-style lead in the intro.

Great job nevertheless! Kudos!

OceanPlanet responds:

Awesome thanks for the input man :) where abouts do you think the solo should be? I've already got one at the end. Do you not think it'd be over kill?

Do you mean clarity with drums? Or what's being played? :)

Thanks man!

I like the progression and the low-bit instrumentation. It could be spiced up a bit with some rhythm breaks or fills that add some "funk", especially toward the end. Maybe the second half could introduce an additional layer of a harsher brass or string synth to make it feel more energetic. I'd also blend that last FX swell with the end a bit, just enough to prevent it from feeling completely disconnected from the finish.

Goat Emperor I @GoatEmperorI

Male

Frontend, Multimedia

Joined on 1/5/18

Level:
2
Exp Points:
23 / 50
Exp Rank:
> 100,000
Vote Power:
2.07 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
0
B/P Bonus:
0%
Whistle:
Normal
Medals:
18