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FutureCopLGF

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A bit of a weird experience. I mean, it's a nice art gallery, I suppose, but I felt like it didn't do any work to establish what the context for all of this was, it didn't present itself in an interesting or cool manner to show how it transitioned (maybe fades on top of each others drawing would've been better than slides), and I'm not sure why this is even a game instead of just a single collage art piece on the art portal. At the end of it, I just felt confused, like I was seeing someone else's inside joke. It's like, I was hoping I would get to play Newgrounds version of Gartic Phone, not just see someone's else single set of results: I'm sure everyone who participated had fun, but...

Cute little game! It's rather short, but it was pretty tough to justify that. Though having said that, unfortunately I did feel like it was somewhat tough in a 'you win if you get more of this enemy than the other type of enemy' RNG kind of tough. Definitely an interesting example of difficulty and risk management in that you have to build your own challenge by adding enemies just to gain money so you can reach the finish: challenging stuff! Could do with a little bit of maybe more tutorialization, and it probably would've been better as a longer game with different enemy types and a more fleshed out strategy/concept and such, but it was short and sweet considering the time limit and could definitely see it being revisited.

Wow, really neat puzzle game! I like the concept behind it and the various innovations it kept bringing around! Different lengths of cord to contend with, pathing to wrap the cord to keep it elevated above obstacles, plugging and replugging to power things or shock enemies, using the cord as a bungee, bouncing cords, throwing the cord, and so on: this game kept my attention enraptured though the constant evolution of mechanics! Definitely some excellent examples of pacing and level design.

If I had to give it a bit of flak, it'd just be a few nitpicks: it'd be that some of the presentation isn't that great, such as the HUD (especially the way the rope percentage keeps flickering about) and menus being quite bland, and that some of the puzzles, while cool, do kind of solve themselves at times by just instinctually taking the most complicated path, if that makes any sense (maybe there should be more traps and such to force you to ensure you understand it and you're not just autopiloting, but it is kind of just at the beginning). But again, it's all good!

Definitely has some potential, but it's currently a bit of a mixed bag for me at the moment!

The best thing on display here I felt was the charming story and world. Don't get me wrong, it ain't perfect as the story does start a bit slow and unexciting (woo, find a necklace, who am i even?), and doesn't really do anything after establishing the whole knight story, but the world was fun to explore, in particular because it has a lot of objects you can examine with a ton of great flavor text, as well as a lot of NPCs with funny dialogue and nice graphics/presentation. Definitely some solid work there.

One thing I felt should be done is to update the journal. I love the journal as I always find it great when the game helps by keeping notes and synopsis so you can always come back after a break and figure out what's going on. The problem here was the journal didn't update as you made progress: it should definitely add/update text as events unfold, like "a guy at the bar said he saw a slime in the east take the necklace", "the slime bounced away to the north when I tried to take the necklace from it! there's a rock in the way though..." and so on.

In terms of parts that bothered me: the combat system was criminally boring at the moment and an absolute relic. Apologies, but I have a vendetta against these overly simplistic battle systems that just devolve into attack-attack-attack over and over, and right now, that's all this system has. It's painfully outdated, especially since even the most old-school-esque RPGs coming out nowadays have a bit more neat things going on in their combat (like bravely default with the brave/default system, or SMT with its press turn system). You absolutely have to have something more interesting going on with the combat here, or if the combat is going to be this painful and not a focus, maybe have a more interesting way of avoiding it (like sneaking up before or hitting them pre-combat to get an advantage). I was surprised that I didn't see some sort of Undertale-esque system with the combat, given the whole story started off with a divide between genocide and pacifism!

It didn't help either that the combat was painfully slow at a grander level as well: experience points and money was gained at an absolutely glacial pace and made the whole thing even more tedious, forcing me to go back and forth between the bed. I know there are some old-school die-hards that might go for this slow burn and long grind (modern games do tend to give power too quickly and too easily, I'll admit), so its up to you on whether you want to keep that, though.

Anyway, that's the gist for me at the moment: a charming world with some fun dialogue and characters, unfortunately with no great story hook and a painfully slow and repetitive combat grind that isn't worth it. Hope to see this get updated into something great though!

Azeleon responds:

Thanks for playing, and I really appreciate the detailed review!
I completely agree with you on the story and combat; one reason why I decided to ultimately start over was because of the basic and disordered story, as well as the plain, slow combat. I'm glad you enjoyed many of the other aspects though, I've always been a big fan of interactive objects in the world and interesting NPCs in games myself.
There will definitely be improvements to everything in the full game for whenever that comes out in the future, but for the time being, thank you for testing this little demo and giving your input on it!

Haha, fun little game! While it is rather simple in terms of gameplay, I just as well found it rather addicting and fun to get good at dodging the hammers and rack up points to get new characters. For what seems like a joke game, I appreciated the amount of subtle moves (standing up, quick falling) that you could do to dodge skillfully and the energetic/goofy presentation to it all, including the charming dynamic music.

That being said, at the end of the day, the game lost its appeal rather quickly. For the most part, I'm not a gacha guy, but even if I was, I feel like the game didn't provide enough interesting differences in the characters I unlocked (cmon, I got the FunKing and he doesn't even have his iconic sounds, or a derivative thereof?), nor did it have an explosively satisfying unlocking animation when rolling the gacha, to keep me going in that regard. Looking past the gacha, I also found it frustrating that the game didn't seem to reward me for getting further or getting more skilled: I expected to start getting a coin multiplier if I held on for a long time, but I didn't, and that killed my motivation since then it seemed pointless.

Anyway, a good time was had while it lasted. Happy Peter the Ant day!

Bit of an odd duck, this game. For one, there was a lot of control issues with this game that really annoyed me. For one, I couldn't even start the game for the longest time since it didn't accept my inputs: for some reason, it expected me to hold the Z key to start instead of just pressing it. From then I did notice that inputs always felt really laggy and delayed, so maybe there's something weird going on at the core for reading inputs. Learning the game was weird as well since, for some reason, despite 'One More Hint' being the primary title game, the tutorial initially teaches you one of the other games instead: why?

Anyway, looking past the initial confusion and wonky controls, the game itself was also a bit mixed. I did like the concept of reading through various clues to find out the culprit, and I liked the little touches like the culprits speaking as you hover over their options. However, and maybe this is just me being stupid, but the clues didn't make much sense to me at times. Mostly they always felt like vague, emotional, circumstantial statements, instead of laws or facts that you can deduce from, and I never felt I could use them to reach a solid conclusion (maybe that's 'realistic' but doesn't make it fun). It didn't help either that the game kept paging away automatically while I was still trying to read the clues, making the whole experience even more frustrating. Would much prefer if the clues would fit on a single page or if we could control when it flips pages. It's kind of pointless as well since if you fail, you can just go back and eliminate the answers one-by-one since the puzzle doesn't change and it'll reward you the same in the end anyway.

Pretty fun game! I definitely feel like there is a solid concept at its core: the depleting energy forces you to dig as fast as possible to keep it up, but that makes it so that you need to think fast, either avoiding bombs when possible or ensuring you don't trap yourself in a position where you get screwed by a bomb wall/chain reactions. There was some minor confusion at the start where I didn't know why bombs only blew up bombs and me and not the ground surrounding them, but for the most part it was all good.

As nice as the core was, though, I did find myself losing interest rather quickly. Obviously this isn't that bad since it's not the most complex game and nothing lasts forever, but I didn't stay with it as long as I thought I should. I think it kind of came down to the randomness of the game and the lack of a sense of progression. While most games start easy and slowly build up the challenge by introducing more types of obstacles in more complex patterns, this seemed to just be totally random, sometimes starting very overly difficult. And as neat as the screen rotations were, it kind of felt like they should've lead to more, or maybe not rotate at all to change the direction up instead of return to status quo. Second was that it kind of felt like the game switched between modes of whether it was just a rapid-fire action game where you go fast and cut around bombs, or a puzzle game where you get dead-ended by a bomb wall you need to defuse in a careful manner: both were nice, but sometimes it felt like the game leaned on one side harder due to the RNG, making it feel odd when the opposite reared its head, I dunno.

AnderssonKev responds:

First off, thank you for playing my game! The points you bring up are very valid. I think that if I would take the concept and improve it I would work in the progression so it's not a risk of it being filled with bombs early on. Then introduce some visual changes as you get deeper and possibly add some new smaller obstacles so you feel that things are getting different. Also work on the timer a bit so it's okay to stop and "solve a scenario"

While it took a little bit of doing to get used to the overly simple and unsatisfying controls, where actions like climbing ladders/ascending stairs have been replaced with single button presses, I found that the game did have some rather fun stealth action. Don't get me wrong, I still feel like it's a bit drab in that it lacks more fun controls and wiggle room, but in a way, I appreciated that teleporting up and down ladders/stairs did make it so that the game had no confusion with getting stuck in a half-way state and whether that would make an enemy see you and such. With that out of the way, the only oddity left is the weird decision to have the zoom-out require an energy bar" why not just make it that you can only zoom-out if you're standing still, mayhaps, if you feel like it's too powerful to zoom out all the time?

Anyway, for the most part, the game was fun to creep around the castle, scoping out both patrols and hidden pathways to find the best way through. I liked how it had little touches like being able to see the shadow of patrols when you're inside a hidden passage. I focused on just going for the trophy this time, but I'll be back for those medals!

FadrikAlexander responds:

Thanks for playing and the feedback!! agree on the zooming stuff after trying a lot of stuff I found what I have to be the best option as having it to zoom when standing slowed the game pace and to always be zoomed made the game easy, but I'm still trying to find another solutions to the issue.

Heheh, as usual I'm a bit lost since I'm not super deep on the lore, so I'm only able to do a rather shallow/surface level impression.

While I'm usually down on how goofy and overly punched-up the script is, it felt like it worked a bit better here: maybe I'm just getting used to it, but I had a few good laughs here and there since it felt like the game just went full-ham with whatever it did. For example, it turned the minor alcohol quip in the beginning into a huge thing which I did not expect.

I did appreciate that this game got to the action a bit quicker than usual: most of the time I need to wait far too long to play at all, but this one was different. That being said, it was a mixed blessing: while I found the various goofy tasks I needed to do amusing, including mini-games like catching the bucket, the tasks were just weird chores and nonsensical. Why the heck do I need to get water from a certain pond in the corner (and why can't I even interact with the well or pond near the well, when I can with the other water sources?) Why not have a puzzle more apt to the situation, like finding the various buildings/landmarks mentioned in the book/live feed around town and triangulating the position of the kidnappers from that, instead of just doing random chores?

Of all the subjects to make an art collab around...well, I didn't expect this. But hey, where else can I see the best assortment of Alex screaming faces?

Pretty decent collab and as usual I always like to see collaborative projects like this. For the most part, the interface is nice, clean and simple with good presentation/framing and backgrounds/music to match. I'm glad to see that there are easy links to the various artists profiles as well.

While it's solid, however, I would've liked if there was a few more features and a more interesting presentation. For one, there were a lot of images which were presented quite small which made it difficult to read the text within them or just see smaller details: would've been great if there was some sort of zoom-in option to help here. I also really wish there was some sort of gallery mode or table of contents: having to go through them one-by-one is a bit boring and annoying if you're trying to find certain ones (and can potentially lead to artists at the back unfairly getting less attention since people might drop off before reaching them). Speaking of that, it'd also be neat if there was a cooler navigation or interaction to the whole thing: for example, if you made a 3D YIIK-esque game where you actually walk around and interact with people/paintings in the world to see them: would really help it stand-out and get more attention than a simple gallery like this. Maybe that's an unreasonable request, but don't let yourself think that an art gallery can't be more than just this basic listing format!

Anyway, cool collab, all-in-all, and merry yiikmas!

TheHauntling responds:

Thank you for your review, if we get a few more devs, we might try some 3D-esque stuff in the future.

Copasetic responds:

Thanks for the review, your input is super helpful. We'll try to integrate your suggestions the next time around.

Gray responds:

That was a book

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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