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FutureCopLGF

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A decent little arcade game with a cute presentation: fun for a run or two but gets boring rather quickly due to very simple mechanics, a lack of juice and no significant sense of progression or evolution to the experience. Just feels like it is lacking the addictive hook and depth of other classic arcade games. I suppose it's ok for a 'my first game' programming 101 project, but needs a lot more meat on its bones to impress beyond that.

Game certainly has some stylish presentation to it that got my hopes up, and I do think the basic gunplay is rather juicy as well as the whole concept of recruiting AI partners potentially interesting, but it feels like the game shows you everything it has to offer in a few seconds, and without any sort of sense of progression or evolution through new enemy types, new partners, boss battles, or other changes, it just feels like a rather boring, repetitive, and simplistic game.

I'm bummed out because it looks great on first glance and made me think of greats like Portal Defenders, but really doesn't have enough meat on its bones for a satisfying and addictive experience: real style over substance case here.

Doesn't help either that managing the AI partners feels very frustrating in how weak they are: I'd much prefer they be invincible, even if it made them much weaker to balance it.

Tyler responds:

Appreciate the feedback my dawg. I live for FutureCopLGF reviews. I agree with everything you said, we want to make an updated version. Your feedback is valuable.

Hmm, it's a decent little point n click adventure pico fangame that certainly has a nice sense of nostalgia to it and an interesting future storyline, but I couldn't help but feel rather underwhelmed by it!

The storyline has a lot of potential as an interesting sequel...but it's over before you know it and barely makes any sense. The world is large and it's got a lot of nice environmental interactions like opening lockers and turning on faucets...but none of it feels particularly meaningful as there are no fun easter eggs or flavor text, leaving the world feeling empty.
It's got puzzles...but it reuses the box moving twice for no reason and having to shoot the skull pile makes no logical sense (why not move the skulls out of the way like the boxes?) It's got a cool final boss fight...but it's a very dumb and simplistic DPS race that's way too punishing as it makes you play the whole game over if you die.

As said, certainly has some potential, but it just felt rather short and unsatisfying to me. Good attempt, at least! Oh yeah, one more thing: the music is way too damn loud!

Kolumbo responds:

Pleasure reading your review, thank you!

Most of the negatives you listed I agree with, they're a product of poor planning and cutting corners to make it on time. Not an excuse, but it is what it is.

On the bright side, if I do another one sometime down the line - or something similar - I now know how much time stuff takes, so avoiding these issues should be easy!

Thanks again

I'm not usually one for visual novels, but I found this to be really enjoyable! The dialogue and characters were quite humorous and charming, and there was an incredible amount of amusing choices and creative endings that made it so addicting to replay over and over! Definitely feels like there was a good amount of effort put into this: was surprised at how many of the endings and events got custom art to present them instead of just fading to black like so many others would do.

If I were to have any complaints, it's that there is a brief period at the start where, since nobody has nametags yet, it can be confusing to determine who is talking, be it Pico, the main character, narration, internal thoughts, and so on. Yes, I know it was done somewhat intentionally as the character's haven't been introduced yet, and there's an amusing joke in there, but it would still be nice if there were some placeholder nametags even before they've been introduced, with names like '???' or 'You/MC'.

Also I've recently switched from Velveeta to Kraft, but thank god I answered with my old preference first!

Hattsoff responds:

Super glad to hear that you enjoyed it! And thank you so much for your feedback!! I'll try and keep that name place-holder in mind for next time! If you didn't get a chance to peek through the description ('cause it's long, and I don't blame you if you didn't look X,D) this is actually my first game!

The idea was to make something that I've been wanting to see for a super long time now. A Pico dating sim set in the Pico's School universe and treated as a Pico game first and a date sim second. :3

I won't yap your ears off anymore, but I do plan on making other Pico related games like this one! I have an idea or two already brewing on the stove. <3

(He never liked that processed powder cheese flavor. He doesn't explain it, but you can easily just add milk and shredded cheese just as easy and it doesn't taste nearly as wack. I dunno, he has standards with his cheese I guess LOL)

Damn, this game was absolutely firing on all cylinders! Seriously, I would've already given this game a high score just for the incredibly elaborate and juicy introduction and main menu, but to then find out that there's a great puzzle game attached to that with extremely unique character-based mechanics and some real mind-bending puzzles as well? Top-shelf stuff here all-around!

If I were to have any complaints, it's that the difficulty is pretty overwhelming at times with some serious spikes as early as Darnell 4 and Nene 3! Don't get me wrong, I like a challenge and boy did it feel good once I figured them out, but boy did it make me feel dumb and kill my motivation for a bit, and I wouldn't be surprised at all if a large portion of players quit out at those points. Challenge is good and you're free to do as you like, but the main problem is just how spiky and sudden it was: I wonder if there would be a more elegant way to design the levels that teaches the aspects it wants without involving a whole bunch of other stuff, so it eases you in better, at least at the start.

Despite the fact that this creepypasta stuff kinda makes me roll my eyes and I'm certainly not a fan of getting my eardrums blown out, I feel like I gotta give this some credit as it did have some decent effort put into it and pulled off a fun little experience. Certainly a lot of fun tricks like the way it triggered the pop-up and remembered my refusal from the first time when I tried to refuse again by freezing, and I thought the whole alternate take on the Pico's School story was amusing. Sure, it cribs a lot of stuff blatantly from Undertale and such, but hey, I kinda did that too in one of my games, so who am I to cast stones?

You'll laugh, but I actually didn't even realize there was a whole 'game' portion attached to this as my first session had me just refusing and then leaving, haha. I'll admit, though, that it might've been for the best as I did find the 'game' portion to be a bit meh and so inelegant that it actually took me out of the whole experience, so perhaps there's a better way to do that aspect (like maybe it shouldn't let you retry as it kind of reduces the amount of terror you feel).

mrstiK101 responds:

Heya! Tysm for da critical feedbacks

That freezing part was TOTALLY unintentional, but I guess it ain't a bug no more. It's a feature XD.

And I later realized the kill or be killed part was from flowey, I guess playing undertalefor 100+ hours did something to my brain.

I had to time crunch, so i coudn't add any gameplay to it, but the next versions might have a LOT of gameplay, I have some stuff in my mind about it.

Thx

Hmm, not sure how to feel about this since it is in such a rough and bare-bones state!

I mean, sure, walking through the pre-rendered 3D-esque backgrounds and Mode7-looking world map was really cool, especially since, being made in RPGMaker, I thought the world would be all 2D tiles and sprites. Not sure what magic you used to pull it off, but that's pretty neat for a tech demo!

But on the other hand, I couldn't really get a feel of what the game was even going to be. There's no interactivity in the world, there's no combat, no puzzles, no anything! I struggle to call this a demo: feels much more like a super early prototype for just the world and just not fit for public viewing yet. Elements like the phone menu also felt super clunky with how awkward delayed the action is and how it doesn't pause your movement, among other things.

I mean, hey, best of luck on the development and I hope it shapes up to be something cool: I just have no idea what to expect currently!

Hmm, a bit conflicted on this one! I do like the goofy vibes that this game gives off, the presentation is stylish, and I do think it has a pretty solid foundation for a nice platforming adventure as the levels showcased all of the essentials. On the other hand, though, it felt like all this game had was the bare minimum basic essentials and because of that, it wasn't memorable or interesting in any way apart from its goofiness, which felt like style over substance.

So yeah, right now this feels quite boring and devoid of any sort of interesting hook. It's impressive on a 'my first game' basis, sure, but it just feels like there is such a disparity between its stylish presentation and its lackluster gameplay that I can't help but expect more from this. My play session ended up feeling so repetitive, with every level just a remix of the same stuff and the music droning the same tune, over and over: wasn't necessarily bad, but it wasn't good either, just ok.

For other feedback, I do wish you could hold down when wallsliding to slide down faster, as there were a lot of times where it was tiresome to wait while you slowly go down. Also, sprinting was something that was barely apparent when you pressed the button: maybe it'd be better if it gave you a bit more of a boost like a dash, and either way it'd be nice to have some more pizazz to it, like kicking up some dust, to make the transition more pronounced.

Best of luck on future development! Despite my gripes, I do think it has some decent potential to become great, and I'll look forward to playing it!

Hmm, I really want to say that this was cool and very promising, but to be honest, it ended almost as quickly as it got started, so there's not much to say other than it was pretty unsatisfying!

I mean yes, the music is cool and I like how it changes as you switch modes. And yes, the whole mode switching was pretty neat and unique, and the levels were creating some interesting challenges to tackle with them.

But it spends so much time doing very simple tutorial stuff, mostly completely ignoring the wheel mode and relying too much on leg mode (almost making me feel like you didn't even know how to utilize the two modes in a fun way). And then right when you get a glimpse of its potential, its already over!

Obviously I know it's a game jam game, so I don't want to be too harsh, but I still want to be honest in that I felt a bit let down. At the very least, take my letdown as a compliment that you were successfully starting to hook me, so it did have potential.

I'm looking forward to seeing that something else you got cookin!

Pretty neat game! For the most part, it's a nice and challenging endless runner with some pleasantly goofy vibes, and I enjoyed how frantic it could get when you're trying to juggle completing the quests, keeping a high score and staying alive all at the same time.

Having said that, it could be rather frustrating at times. Not only did the controls screw me over a bunch of times where my bounce would be much shorter than I expected (or I would somehow take damage despite bouncing on something), and the powerups sometimes worse than just regular jumping, but the worst was that completing the quests felt completely up to luck, especially when it came to the trampoline quest which would seemingly always put an aerial enemy inbetween two trampolines, meaning I either need to take unavoidable damage or just give up and wait for the next quest. I know it's supposed to be a rage game, but rage that comes from unfairness isn't the kind I enjoy!

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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