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FutureCopLGF

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A decent Suika Game clone with some nice art and effects (I like the fusing animation), but nothing exactly memorable at the moment as it's essentially just a reskin. I was hoping that the pinata theme might mean that there is something about breaking them or whatever to add a bit of unique spice, but no, it's ultimately just a visual theme without gameplay consequence.

The game is also a bit glitchy as I got a double game over, once when the game ended and then again shortly after when I was on the title screen and I guess the game kept going? Also the score text is a bit too difficult to read as its bright yellow on bright blue: better contrasting colors or outlines would help here.

At the end of the day, it feels like the kind of mobile game that is made to trick older folk into buying thinking it's the original, or the kind of game you make for your programming 101 class as a first step into game dev. Not bad, but not good either, just serviceable.

UnitedFailures responds:

I appreciate the constructive feedback :)

We originally had a pinata breaking mechanic but removed it because it disrupted the natural difficulty escalation of the game. Maybe will bring it back if we think of a good way to integrate it in.

Our next update that we'll release this weekend will mostly just be implementing the feedback provided by other commenters and patching some bugs (like the one you experienced o_o). Updating the score text is also a good suggestion, I'll take a look at that.

Pretty neat little arcade game! I had some decent fun, but it didn't take too long for me to get sick of seeing the same geometry over and over. What made it even more awkward was the fact that the random generation would feel very silly, like showing you a chest that you have no way to unlock because you haven't lucked upon a key yet. Another awkward aspect was how every power-up was placed right before something that required its use, turning something that should be exciting to figure out where to use to a rote act. Sure, if you play long enough it starts to bring out some challenging setpieces, but they were few and far-between and it only made the return trip all the more dreadful.

Not bad, but sometimes I wish this was a more hand-crafted precision platformer as it doesn't have the variety to make this endless runner work for me.

Hmm, not sure what to think of this as it feels rather unfinished at the moment, like a prototype for a Slime Rancher-esque farming game, but which hasn't closed the loop yet to create an exciting sense of progression. It's cute and all, but it doesn't take long for gathering money from planting seeds and selling boxlings to feel pointless as there's no long-term goal or purpose to build up to. I know it's a game jam game so I'm not expecting a lot due to the small timeframe, but even regarding that, game jams are mostly about experimentation and finding out a rough draft for a great game loop, and that hasn't been established yet here, so it's a bit of a miss.

Hmm, it's a decent sokoban-style puzzler with some striking presentation that unfortunately might've hurt my feelings on it as while the stylish visuals really give a great first impression and build it up as if it's going to have some sort of story or sense of importance to it, I couldn't help but feel disappointed when it ends just as it's getting started introducing a new mechanic and with no sense of resolution. It's not necessarily bad or anything, but it's also not that great or memorable, ultimately feeling 'ok' or 'serviceable'. Feels like it just needs a bit more meat on its bones, like some sort of final level where all the mechanics get combined, and some sort of ending story cinematic.

This cute visual novel starts off pretty strong with a neat intro, a goofy story and some gratuitous cheesecake, but once I got to the end it ultimately felt a bit unsatisfying and shallow, making me feel like I got clickbaited by booba: a tale as old as time!

That's not to say that the game doesn't show some good effort and design, as there definitely are some aspects that are pretty cool. For example, while it starts off slow, the game really picks up in the amount of unique images and graphics it showcases during the story, which is much more enthralling than just looking at people posing all the time in front of a static background. The story was quite amusing in general, the minigames were an interesting activity, and I also thought that the way the game will continue the story from a loss is a lot more interesting than just giving a game over or restart.

However, as said previously, it started to fall apart for me. The story just felt overly shallow and simplistic with problems being introduced and resolved faster than you can blink, and choices felt pointless, sometimes literally, such as choosing who to explore the hotel with. Considering it's a game about making choices and seeing all the different endings, it's completely absurd that it doesn't have a skip or save/load function to get past stuff you've already seen before. And while I don't like to harp on about typos, this is a visual novel which is all about text, and the script was absolutely flooded with errors: hell, it even got one of the main character's name incorrect constantly (Constella, if you're curious)!

CubePunks responds:

Haven't heard anything about typos - It's 32 full pages of text, if you spellcheck the game we'll give you credit.

Wow, this was a fantastic and cute little puzzler! Not even quite sure what to say: overall the experience feels very well-crafted in all aspects and I immediately got addicted and just kept on playing! It was quite challenging to rewire my brain to start combos using numbers instead of 1 and 6, as well as utilizing loop-arounds and reverse order. I do like some of the subtle things like how, if you're in the middle of building a combo while time runs out, it will immediately spend your current combo instead of just making you lose. The satisfying way building higher combos results in higher-pitched sounds is a classic, too. Well done!

If I had any complaints, it might be that the tutorial is a bit too quick, only explaining the bare essentials. Don't get me wrong, I like how lite it is and understand that a big wall of text of all sorts of rules will immediately fly out of the players head, so its better to just get to the fun stuff, but I had a lot of confusion understanding why sometimes I was suddenly able to chain similar numbers, and what the heck the gems do and how they are created, and so on. But then again, I feel like I did learn everything about the game, so maybe it was alright and I'm just being silly? But still, even if you don't make it part of the tutorial, I wish there was some sort of optional 'how to play' or 'codex' menu I could willingly access to learn the deeper aspects instead of just relying on potentially washing some of my games to experiment and learn.

While it does have a certain nostalgic old-school Flash appeal to its visuals and gameplay, I found this pretty underwhelming, as the gameplay has no spice, no sense of challenge, threat or engagement to it, but rather tedious busywork as you just walk around the maze, pull a lever to get a key, go back to that same lever to pull it to open the way to the key door, unlock it, and so on, over and over. It just felt so tiresome.

Considering 'lamp' is in the name, I was really hoping that the game was doing something unique with light and shadow: perhaps the lamp would serve as a time limit, perhaps you would reflect light off mirrors to solve puzzles, or use the light as a limited resource to fight enemies, and so on. Instead, the only thing that seems to happen is mazes get so dark that you can't see the effects of buttons and levers you use, adding even more tedium and backtracking to a game that already has it. Sure, it's impressive with the way shadows are generated by the light, but that only makes this game a neat tech demo, not fun.

Obviously my heart goes out to you that the game files were lost so I'm slightly forgiving of elements like the FPS counter getting in the way, but I still want to be honest with what we got, and if I'm being honest, the core gameplay would likely still be quite unappealing to me even if it got polished up a bit more. It's not necessarily bad, but not really good either, just merely serviceable.

I did like some of the small fancy touches it had, such as the way menus are actually levels that your character moves around in to select options.

Veinom responds:

I was going for Zelda-like dungeon puzzles, but with a lay-back feeling, simple controls, without time restrictions or enemies. The challenge is to reach the end and find all the fruits and diamonds. You also need to be fast, or you lose points.

The game loop might seem a bit boring to you, but it was mainly made for people who like searching for secret items, while using their memory and thinking, in any pace they see fit. Thank you for taking the time to tell me your constructive thoughts.

Heh, the art and concept behind the game is very goofy, amusing and quite memorable, but that's pretty much it: once you get past that initial chuckle and then realize what an ordeal the actual gameplay is going to be, you immediately turn 180 degrees and hit da bricks. It just ain't worth turning your wrist bones into powder from shaking the mouse the mind-bogglingly amount of times this game wants you to do. At the very least, this game takes a bold, controversial stand in recognizing the two true genders: man and Miku.

Yowza, what a game this is! Of all the things I was expecting from Pico-8, it wasn't a stylish character-action game that reminds me of Scourgebringer, but here we are!

As if it wasn't impressive enough that the game has an incredibly stylish combat system with tons of weapons movesets, satisfying hit feedback, and rewards aggression and variety with resource gain, but the game was no slouch on the menus and presentation, which are almost as if not more stylish! While the story and vibes were certainly edgy as all heck, it did escalate the game's coolness effectively, and I enjoyed getting the chapters as I played. Fascinating stuff and I absolutely loved comboing enemies enough to get my meter and then blast them all to hell: never gets old!

Having said that, it wasn't all sunshine and rainbows:

*For one, I had a bit of a rough first impression as I really didn't gel with the two starting weapons, being the sword and the spear. They just had such an awkward moveset with so many diagonal stabs: when I'm trying to attack an enemy above me with an upwards heavy attack, the last thing I want is for my weapon to stab everywhere BUT above me and completely goddamn miss! Thank god I had the patience to stick with the game and eventually come upon the axe and hammer, which felt great due to their much more intuitive movesets!

*While the feedback for attacks was very satisfying in terms of hit-freeze and visuals, I was really disappointed with the sound, more accurately the complete lack there-of. Really felt like it extinguished some of the satisfaction.

*I had a much more fun time fighting the boss gems instead of regular enemies, as with regular enemies, it was so annoying with how they fly all over the place, particularly with the way they completely ignore some platform collisions but don't in other cases! It was just impossible to tell how the heck they were going to pinball around and by the time you try to intercept them, they reset and you have to sit on your thumb and wait for their damn invincibility to wear off, argh!

*Power-ups were a mixed bag: obvious ones that increase your dodge distance or invuln, give health or meter regen on kills, increase size and so on all felt immediately great, but the other ones like hitstun, duration and recharge were tough to even notice at times and felt really vague, unclear and unsatisfying.

Again, despite the issues listed above, really great stuff you got here, and I'm having a ball!

Hmm, quite the neat puzzle platformer you got here! It's a little bit bland due to simple graphics and a lack of music, but nevertheless it feels decent and it provides a short and sweet adventure: it tutorializes intuitively through level design, has a decent set of mechanics to utilize, and it escalates the challenge in satisfying manner. It even has some cute touches like the way the arrow blocks first get introduced, what with the way they crash in from off-screen!

That said, while I did have fun and made it all the way through, it was a bit rough in some areas, apart from the issues mentioned previously:

*The symbols that the game uses to build a language and teach mechanics were a bit off in some cases. For example, the exit door looks more like it is closed when it is open, due to the stripes giving it a glass window feel: feels like those sprites should be reversed! There was no way to distinguish between buttons that need to be weighed down or ones that only need to be pressed once: feel like you should use a switch or lever graphic for the buttons that don't need to be weighed down to indicate this. You also setup the fact that boxes with X's on them don't get influenced by gravity switches, but boxes with arrows do, then suddenly you introduced boxes with X's on them but also with yellow to indicate that they do get influenced? Why not just use the arrow symbols like you were already using before? Using yellow makes me think they need to interface with yellow doors or buttons!

*The physics of the game can be a bit wonky: I had a level take more time than necessary because a box I pushed down from a ledge would end up getting too close to another nearby box and I couldn't separate them. Even when they were stacked on top of each other they wouldn't separate: why couldn't I just push the top one off?

*Level 13 was an very awkward difficulty spike: for a game that has been very simple so far, suddenly the level required you to do some very tight and precisely timed gravity-switching and physics to pull off the solution. It just felt like it came out of left field: I had no idea the puzzles would require this kind of dexterity based on the previous ones! Even though I liked this puzzle and the others after it, it definitely feels like there needs to be a better build-up as it really caught me off-guard.

*Bit disappointed that there was no save feature so I could come back to finish after a little break, or at least a level select...oh wait, there is a level select, but it only appears after you beat the game when it is no longer necessary! I would much prefer the level select be there at the start so you can pick up where you left off, or maybe even skip a puzzle you can't solve.

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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