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FutureCopLGF

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Gotta say, it didn't make a great first impression on me since a lot of the first levels were spent on some pretty basic platforming. Once the game introduced the cool gravity powers, though, I was hooked and really loved the creative and challenging levels that were set up for this ability! C'mon, don't hold that stuff back, gimme that good stuff straight into my vein right from the start, haha!

Nice to see a sequel to Cactu-Sama as I liked my time with that and also enjoyed my time with this! All-round it was a cute little game with some great challenges that mostly relied on a nice 'gotcha' system where you need to avoid taking what seems like the obvious route, as it is usually a trap.

If I were to have any complaints, there would just be a few minor nitpicks. For one, I found the game to be a bit more muted and less peppy that the previous one: movement felt a little more stiff, sound effects were more quiet, and events that used to have a bit more fanfare like completing a level were unfortunately silent now. I also felt like the story setup was a little weak: I mean, it is a little amusing to just see the balloon drift away and read "oh noes" but it did just kind of confuse me since we don't even see what cactu is doing: is it his balloon? Is he sad? Where is he? Is he even chasing after the balloon? You might say of course, it's obvious he's chasing after it, but every level just has us picking up puzzle pieces for some reason, so what the heck is he doing? Haha, anyway, still a cute game.

Diemorth responds:

I'm glad you liked this new version of the game! :D

You brought up a lot of relevant points, the game is actually a little quieter. I really tried to prepare the game for the story, but we ended up not developing it much, the story ends up looping and I think it can be a good start to have that defined in the case of a sequel. They are certainly points that we will pay attention to.

Thank you for the game compliments and for playing! :D

Solid short and sweet platformer! It didn't do anything revolutionary or anything, but it was solid all-around: cute graphics and animations, smooth controls/movement, a good assortment of challenges and some cool music to tie the whole package together. The aesthetic is a little weird in how some elements conform to it with the slow FPS movement while others don't, but eh, it's all good, I ain't gonna nitpick about that. If I were to have any major nitpicks, it's that I found it a little weird to get used to the preserved side momentum in jumps when you let go of movement, and that the death system was a bit too punishing in that it takes away all of your diamonds, instead of just the ones that you haven't 'banked' yet by using a checkpoint. I just took it as a challenge that you're pushing the player to go for a perfect run, haha.

A decent game, but I found it to be a bit shallow. While it was fun at first going through the levels and mowing the grass, it all just ended up feeling quite boring and couldn't keep my attention. While the levels did advance in complexity somewhat by introducing new enemies like tanks and turrets, I actually thought the levels were randomly generated at first because they all just felt so similar with no progression or style to them. Furthermore, I wish the mowing of grass felt a little bit more satisfying: perhaps if the sound was more similar to that grating hum of an actual mower or electric shaver it'd be better, and also if the mower would slow down when mowing grass to give it a bit of friction feedback, I dunno. I also found the controls a bit weird at first since I expected pressing up to move the mower diagonally up-right because of the isometric angle, but instead it moves directly up. I got used to it though and maybe more people prefer that way, though, so eh, it's understandable.

Cute little adventure game! Liked the whole timeloop mechanic and using it to solve the various puzzles, such as getting the right answers for the conversation and such. Some of the meta aspects, such as the suitcase code and the inspirational messages were ok, but came across as a bit shallow due to the short length of the game not letting it build up to it at all. Just felt like the whole screen shattering and such wasn't necessarily part of an overall theme and just shoved in there to try to elevate it and and make it fancy-like. If these elements had a bit more time to cook, such as maybe making another puzzle solvable through using outside sources on the computer (like maybe using Google to search for that artist's painting or something) it could've built up to me figuring out the suitcase code myself, instead of just having the game slap me in the face with the solution, I dunno. Anyway, apart from that, there were a bunch of little grammar/language issues here and there, but nothing too serious to make it not understandable: just could do some some proofreading before publishing.

Whoa, Nice Fuckin' Tits, Levi, dayum! Where's my right click? I need to save these gems!

Anyway, y'all are crazy. But at least you're not as crazy as people into NFTs for real.

LeviRamirez responds:

I want you.

Pretty chill puzzler! It's not gonna shake the world up or anything, but the game felt like a very smooth and well put-together experience, with a decently paced progression of mechanics and difficulty. The crisp art and relaxing music really gave a calm, professional vibe to it all, so well done in that regard.

Having said that, and it's perhaps a silly complaint, but I did feel like the game was maybe a bit too minimalist and relaxing in terms of feedback and effects. Heck, I actually thought the game didn't even have sound effects at all at first since they were so muted. I wish perhaps there was some more feedback to make blocks fall and progressing through levels more satisfying, as without it, it did make the game slip from chill/relaxing to maybe a bit boring for me as everything started blending together. Again, I understand if it's against the aesthetic you're going for, though.

Fun, action-packed game! I quite liked the manic and improvisational nature of having to contend with all sorts of wacky bullets, from classic lethal bullets to more wacky bullets like a party popper or a grapple hook. The ever-increasing arsenal along with a ever-advancing enemy force with new units to combat made it feel great to get further and further, especially since the combat felt very juicy with corpses flying and bodies burning and all that. I do wish there was a bit more of a way to tell what bullet you currently have or are having next, as it's so tucked away in the corner it makes it tricky to keep track of in the heat of an intense firefight, but I just considered it part of the challenge.

While it was fun, I did feel like there are some weird design elements to it that could maybe use some polishing. For example, I feel like the random generation shouldn't allow stairs to generate right next to you, allowing for an effortless floor clear. Furthermore, the whole gathering new bullets from power-ups feels weird, because technically wouldn't a player want and can avoid picking them since they might want to avoid complicating their loadout? That's not ideal because the whole point should be about having a wacky loadout, so avoiding shouldn't be possible. I kinda felt like the game should just start you with all of the bullets loaded already, or maybe just add or give you random loadouts each floor to force the player to contend with the wackiness. But of course, for a game jam, these elements are understandable: maybe revisit the concept in a future enhanced game?

On one hand, apart from the lack of sound effects, I thought this was a pretty neat precision platformer with solid presentation and a decent set of mechanics and obstacles to go through, and I always like a challenge.

But on the other hand, I had a really frustrating time with this game in contending with the controls: for some reason I just couldn't get the bounce to work consistently, particularly when trying to go for height, as it just felt random on whether it would get height or not. I tried all sorts of different methods to get it to work but it felt like I had to fight the game every inch of the way just to have it work with me.

Even taking my issues with the bounce away, the game just felt overly slippy/bouncy and too fast all-around, as well as way too short with the levels getting way too hard too fast to make up for that shortness. A good attempt, but precision platformers like this need to be extra solid with their controls to make everything feel fair, and this felt very confusing in that regard.

booplesnoot69 responds:

we might do an expansion in the future, the game was made in two days for a jam so there wasn’t much time for me to make sound effects, sorry for any inconvenience! 💙 i’m glad you enjoyed it at the very least though ^-^

Cute little game! It doesn't do anything too crazy or unique, being a mostly basic platformer apart from the interesting Sonic-esque system where star collectables serve both as life points and buffing your jump or wand powers, but I felt like the game was very well done in terms of polish and presentation, so I had a good time going through the levels and making sure to get each hidden collectable. I think the only bummer was that I wish it had more: once I beat that cat I expected a whole second world to open up, only for it to already be over. Hopefully you can take that as a compliment that the game had me hooked and wanting more!

I gotta say I kept waiting for the game to pull the rug out from under me and go full dark: something about the lack of music and those spooky enemies with their scary screams got me thinking that way, but it didn't end up happening haha.

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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