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  • Writer's picturePaul

Updated: Apr 18, 2021

Developer: Monsoon Studios

Platform: NES (Homebrew)


This game is right up my alley. The NES was my gateway into video games and I know its library of games well. So to play a brand new NES game feels like a treat and Copper Jacket (love the title) does a great job of capturing the spirit of the classic console.


Cool title screen and music

As of now, there is no plot currently in Copper Jacket. I know this is only a demo of the first level, but after reading through your submission notes, I find it crucial that some of the backstory/plot make its way into the game. It doesn’t necessarily have to be an elaborate montage of 8-bit cutscenes, a paragraph with a few images goes a long way. You can even have a cutscene come up when the player is idle at the title

screen. A lot of NES games kept the plot/backstory in the instruction


manual, which is another option if you plan on turning this into a physical release (although I would argue that in game text with cutscenes is a better way to go).


One of my favorite examples of simplistic yet effective plot and player incentive building is the opening to Double Dragon (See GIF below). A guy walks up to a woman, punches her, slings her over his shoulder and then walks off the screen. It’s all the information and incentive the player needs.

Simple yet powerful player incentivizing

I like that the player can take multiple hits before getting killed. It’s a smart departure from the 1 shot 1 kill formula that was so prevalent with NES shooters. However, I think the player’s health could be displayed in a more prominent way. This is the perfect place to add a little personality to your game. Your health could be represented by something unique to your character, like for example, military badges. Or it could be something more common

Enemy in the crow's nest

such as hearts or a red meter. Maybe the health bar flashes red when it gets dangerously low, and/or there’s some kind of sound cue. Other things to consider adding to the HUD are: current level, current power-up and current extra lives or continues. I would also consider adding a score system into the game in which case having a score counter on the HUD or in-between levels could be a nice touch too. Obviously you don’t want to overcrowd the


screen with too much information, so striking the right balance of what is most important to your game is key.


Since water is such a big theme and mechanic in this first level, a few more details would go a long way in making it stand out. Some transitional sprites along the edges where the ground or walls meet the water would add to the immersion. (See GIF below) I think a "splash" sound effect when entering and exiting the water would be a nice touch too. I like the game mechanic that slows down the player while in water, however I found the movement speed to be frustratingly slow. To reduce the frustration while retaining the realism, I would consider increasing the player's speed a little.


Water in Contra

I like the different power-ups in the game (especially fire) though I feel like the actual sprites could be more intriguing. Obtaining a power-up could also be emphasized with a more impactful sound effect (like a small crescendo). Since these items greatly impact the gameplay, the sprite and sound design should match that intensity. I’ve also noticed that the bullets aren’t being shot from the tip of the gun but rather from the center of the player. It’s small, but this type of detail builds the immersion and shouldn’t be overlooked. Also, consider having the health pack be a different sound effect from the weapon power-ups. As a general rule, try to interject a unique sound effect wherever possible.


No risk no reward -- good game design

The last thing I want to mention are the check points. I like that Copper Jacket is hard because it feels true to the NES, but some checkpoints seem a little unbalanced. If you’re going to make checkpoints sparse, consider having a physical indicator on screen (it can be some kind of gate or beacon etc). This will create a tangible reward for the player that elicits a

feeling of accomplishment and makes the toughness of the game seem fair.


Classic end of the level boss fight

I know that this is a work in progress and as

a demo, it’s a really solid foundation. Copper Jacket reminds me a lot of the excellent NES games like “Guerrilla War” and "Contra". I'm guessing you're familiar with those games but If you’re not I’d recommend checking them out. Having said that, this game does stand on its own which has me excited because this is only a demo. I can't wait to see where you take the full game.



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Updated: Apr 5, 2021

Developer: Urgaton

Platform: Android

This is a fun arcade space shooter that has a lot of things going for it despite having some issues. Most notably, the controls are a little too floaty feeling with a noticeable delay in movement. In my first playthrough I was excited by trying to zip around and dodge all the enemy crafts and bullets, but I quickly realized that the controls don't allow for that type of swift and accurate movement.


My 2nd and 3rd playthroughs were spent being more conservative with my movement and only occupying small spaces on the screen allowing most of the enemies to just pass me by. This felt "cheap" however, I was still unable to beat the first level. I think a health upgrade in between some of the rounds would be nice. Maybe an option to choose between a health upgrade or a weapon power-up. You could even go as far as including some kind of in-game currency that the enemies drop that could be used in between rounds to purchase various health and weapon upgrades.




This would incentivize the player to shoot more enemies and give the player more options to experiment with (ultimately increasing player retention).


I like the idea of the re-chargeable pod that can be shot as a secondary weapon but in my experience, it was too weak to really help. Perhaps make it shoot more and/or increase the time it takes until it explodes (or treating the explosion as a bomb that can wipe out more enemies at once).


Lastly, a leaderboard for a highscore driven game like this is a must. It will really add to the re-playability of the game.


Let me just re-iterate that I do like the game. There is a solid foundation here and for a solo developer's first game, it is impressive. I encourage you to address some of the game's balancing issues. You are on a good track!





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  • Writer's picturePaul

Updated: Apr 5, 2021

Developer: Rubbish Games

Platform: Android


This is a solid "2048" clone. It's programmed well and the design is minimalist and straightforward which is what one would expect from this type of puzzle game. I like the added touch of being able to switch between a light and dark mode. I also like how the restart button is easily available (I've seen a lot of games that don't have a restart option or it's buried in the options menu). I will admit, I'm not very good at these games and I like to think I know what I'm doing while playing however, I tend to find myself zoning out and just swiping semi aimlessly. Which is not a knock on your game but it leads me into some of the critique.


Since this is a clone of an already popularized successful game, it would be nice to see this particular version setting itself apart from the rest. I'm not sure what you're going for, but if it's just to make a solid version of 2048, you've definitely achieved this. But, if you want to stand out from the other clones, some kind of new theme or set of new rules/mechanics would be a cool way to do that. You have a solid foundation in which to build upon so it wouldn't be too difficult to implement some new mechanics.


I also think it would be a good idea to implement a leaderboard. Score driven mobile games are the perfect types of games for a leaderboard. I like how the game gets straight into the gameplay, although I wouldn't mind having a separate main menu screen which had the "options", "leaderboard", "highscores" and "play game" all situated neatly. This is your design choice however, and not necessarily a design flaw. Lastly, the app icon is a little one dimensional and could use a little polish to help separate itself from the other puzzle games on Google Play.


Overall, without knowing your intentions, this is a really well made clone. It's easy to pick up and get straight into playing. It's easy to navigate and is very familiar to anyone who has played this puzzle game before. Outside of implementing some new puzzle mechanics, I think the only thing that's missing is a leaderboard. Nice job.


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