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FutureCopLGF

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Recent Movie Reviews

21 Movie Reviews

I recently played Blue Stinger, having always wanted to play it as a kid, and uh, yup, this is pretty accurate!

tscoct responds:

NO WAY I GOT IT???

What the hell, she was hit by a ball when she didn't swing at it, that'd be considered a hit-by-pitch and she should go to first base, not get a strike! This game is rigged! Rigged!

Course, she did then run past fellow runners on base, which should've gotten her out...maybe call it even?

Very nice cartoon.

Some of y'all are under arrest for flagrant color usage in a sketch collab! Haha, just kidding, I don't know the rules. Anyway, really cool entries from everyone: I especially love the really dynamic scenes with fighting and explosions: something about the sketchy nature of them really seems to add to the kinetic feeling!

Recent Game Reviews

2,431 Game Reviews

Oh man, it's great to see a new Jeri Tower! I absolutely loved the first one, and was really excited to play this. While I do think this is overall a great adventure with awesome music and a large variety of cool mechanics, such as the whole switching mechanic which reminds me of Toodee and Topdee...I'm a bit unsure of how I feel about this as I found it a bit more frustrating than fun!

Some notes of my experience:

*The game definitely feels like it gets way too hard, way too fast. Maybe it's not actually that hard if you know what you're doing and are patient and all that jazz, but I was getting wiped in some of the earlier levels and losing my patience. Feels like I'm playing Mario The Lost Levels instead of just Mario 2. Maybe you took that criticism that the first Jeri Tower had a slow start and went too far in the opposite direction, haha!

*The controls can be a bit finicky and annoying to deal with. No, I'm not talking about using ESDF instead of WASD, that's fine (though I have no idea why you did that) I'm more talking about other stuff, primarily the awkward delay when shifting forms, or aiming the gun with the mouse, which I wish would just fire in cardinal directions like the sword so you don't get slightly angled shots that don't make it all the way down a corridor when you want it to for example. My mouse also kept leaving the screen and messing up my inputs: it was the worst on the level where you have to aim at the brown blocks which are, guess what, right at the edge of the screen! It's like you were trying to screw me over.

*The game does have a lot of enemies and mechanics of all sorts which adds a lot of novelty, but I feel like it also kinda loses focus and just turns into a mish-mash of whatever. There was a long span in the middle where it felt like the levels completely forgot about the switching mechanic except in an incredibly token way, for example. Again, it's neat, but artistically it feels like it lost its identity.

*Game just feels like it was jerking me around. Jeri Tower was a fun time, but playing this made me grunt, scream and moan constantly, and I'm a pretty patient guy who likes to play rage games. I'm not even talking about some of the maliciously annoying mechanics like the stars that run away from you or the chaser dragons (though screw you for them anyway). No, I'm talking about stuff like how every level is a claustrophobic mess and just has so much damn busy work of clearing out enemies and collecting stuff before you get to try the part you're having difficulty with, only to fail and have to run it all back. There were also oddities like how the bouncing system works: I'm still unsure why some enemies die to it yet the same one will die later on. Add up all the previous complaints about the controls and such as well.

*How in the world does a game as long and hard as this not have a save system? There were so many times I would get frustrated or tired and want a break, only to tell myself that I have to keep pressing on, otherwise I need to do everything all over again, and I don't want that. Eventually, even knowing that, I just got too annoyed and shut it off around creature catcher ii or whatever it was called, most likely never to return, unfortunately. I had no problem returning to Jeri Tower to redo it when I realized it hadn't saved my progress, but this?

As frustrated as I was, I still want to try and view it positively. As said before, perhaps this is meant to be a sequel like Mario The Lost Levels was, a challenge pack for the diehards instead of starting from scratch again, and I imagine it would be good for those folk. Saying that, I thought I was one of those folk, but I dunno anymore.

succojones responds:

Thanks for you thorough thoughts as always. Glad to have broken your spirit ^_^

A Mario 2 of Jeri using the original game as a base was my original intent. And I actually got pretty close to making that but I had some technical issues and wasn't enjoying making levels, so I decided to add the gun and start the project over, using saved code and gfx space to make the new enemies and stuff.

I think the problems come from slight jank in the mechanics and yeah the levels are super hard. You start with all the movement options dumped on you at once and expect you to have great motor skills and understanding of the physics like I do from testing the game for hours on end.

This was a really long and drawn out project for me, I started it about a year ago and just really wanted it done so I can move on to other stuff. I was super burnt out at the end of development. So I'm not the proudest, but I'm really happy with the art and some of the crazy levels even if they're only fun to me :')

Thanks for the almost 5 stars nonetheless! I APPRECIATE YOU!!!!!

Hmm, it's a decent sequel to the first RoboNips, I suppose. The presentation is charming, the concept is ok, and the inclusion of the gun is a nice way to deal with those frustrating scenarios where you have just one block left but you can't get the ball to bounce there. But other than that, I wasn't really feeling this and was disappointed at not only the lack of evolution, but the lack of patches to fix previous issues!

I tried my best to enjoy it, but not only is it pretty much a basic block breaker, I found myself very frustrated with the physics and collisions. The way the ball would bounce off of blocks made no sense at times, and trying to aim the way to bounce the ball off of the player character was annoying due to how thin they are compared to a standard paddle, causing me to lose patience easily. Shooting was nice but was severely limited: I wish it had some sort of passive recharge mechanic in addition to the star ammo. All in all, I didn't make it that far before giving up, sorry!

Nice little arcade game! It's a bit simplistic, but it's got some good vibes, I liked the varied Glum behavior as it creates some challenging patterns to deal with when they overlap, and the risk/reward of consecutive bounces and flips to get a hi-score is cool. I don't really care for the colors and hats as much as others likely do, but the challenge room with hard mode is a nice bonus.

Some subtle aspects that I enjoy are the fact that the Glums have animated attack telegraphs: it does a lot to make everything intuitive and avoid unfair/cheap deaths from sudden attacks. As grim as it sounds, I also love the death animation: the sudden freeze and the explosion afterwards gives me old-school vibes like the Adventures of Lolo (and I like that you can skip it once the novelty wears off!)

If I were to have some feedback, it'd be:

*While they are generally ok, the hitboxes can be a bit wonky at times where instead of my character getting hit, it's more like the invisible space of their bounding box gets hit. Also I've had some rare times where I totally jumped on top of a vulnerable non-attacking enemy and I get killed instead of bouncing off of them for some bizarre reason.

*The tutorial window is terrible as not only is the text grainy/distorted, it auto-advances too quickly for me to read, and when that happens, all I can do is hit the block to start the sequence over and wait for it to get back to the page I want to read. Ideally, you should hit the block to advance to the next page when you're ready.

*While you do get some sparkles and sounds when you do a high number of flips which is nice, I wish that the feedback would be more specific: I'd love a number to pop up for how many flips I've done during the sequence, and how many points I got when I end my flip combo.

*I'm not sure as perhaps I'm missing something, but it feels like the game is stagnant, meaning that it doesn't increase in difficulty the farther you get, and that means that once you get good enough, high scores are just a matter of patience, not skill. Ideally, I'd like the game to speed-up or perhaps transition into hard-mode after a certain amount of time or points.

Recent Audio Reviews

6 Audio Reviews

God, this song rocks! It's been a year since I've reviewed the game but this track still pops into my head a lot of the time.

Hey, thanks for having me on! I feel kinda bad in retrospect, having somehow simultaneously said so much while saying so little: despite chattering on non-stop (sorry if you wanted to ask more questions besides the first one lol) I nevertheless had so much I still wanted to mention afterwards and was kicking myself for not doing so! Got totally confuzzled at the end too and starting veering off-topic for some reason: augh, I was a nervous wreck! Ah well, you live and you learn: best of luck for both of us in future productions!

Aalasteir responds:

Thank you so much for being on! I am extremely grateful that you wanted to share your experiences. I really enjoyed listening to you. Those were all the questions I had, and I tried my best not to interrupt. I really like your voice, I listened to your episode multiple times and the experience was amazing each time.

Absolutely, best of luck for both of us in future productions!

I've had this stuck in my head for quite some time after playing Mimiquest: what a great battle tune, and I absolutely love the dynamic transition when you make it to the halfway point!

Recent Art Reviews

2 Art Reviews

Now that's a nice upgraded thumbnail!

Kinda reminds me of a Smash Bros character intro. "For his neutral special, he wields a GUN!"

I'm in this photo and I don't like it.

That's how the meme goes, right?

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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