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FutureCopLGF

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Not the greatest game, obviously, as it is just rather basic with no difficulty or challenge to it and starts off painfully slow, but I appreciate the sentiment and I had to admit it was rather addictive to see all the different people pop-up and give 'em the ol' COD hit marker of death. I found it a little confusing that your character has HP, but doesn't take damage (but I gotta admit that I too would want to avoid dying and having to start all over, haha, and I do see the note about it now as well). Anyway, keep on truckin', Plufmot! Oh, and cheers for letting me know about Newgrounds Radio!

Very cute game! I rather like the Inside Out-esque concept of managing the body's stress as a worker/janitor, and it was cool seeing all the funny ways the body is represented, like opening up the eyes one at a time to light everything up, shutting off the projector to stop the dreams, or helping a bunch of bugs on the bellows jump in unison to breathe properly. I was definitely quite intrigued to see where everything was going to go, especially by glimpsing all of the various shortcuts and objects that'd require future abilities, but I do think it lost me in the end unfortunately.

I think the biggest issue for me is that the game feels a bit too overly large, with vast swathes of it dedicated to fairly basic and repetitive platforming. Felt it could definitely do with reducing the size of the world and distance between interesting objectives to keep the pace up, or maybe introducing more fun, smooth ways of traversal. I mean jeez, it was only act 2 and the game sends you down a giant pit that you have to climb all the way up! Something so drastic like that felt like something that should be saved for near the end of the game as a finale: with it being so early in the game and me not being immersed yet, I just lost all motivation when I saw how much I needed to climb back up and how much of that would just be rather repetitive.

I gotta admit, I had a really rough start with this game due to the controls. Based on the way the controls are displayed, I kinda had it in my head that I needed to use one button for tongue, and another button for jump. This made me think the only way to cancel a tongue maneuver midway was with a jump which felt like an awkward process to time. Or something like that? Gosh, I can't really remember, because once I discovered that I can just hold down the tongue button and cancel a maneuver midway by just letting the button go, then everything clicked for me.

With the control issues out of the way, I was really impressed with this game. I found it to be a very fun challenge to overcome and get skilled at (at least once I learned the controls and got over the annoyance of not having air control and such), and I loved the level design in that the platforms always seemed smartly placed to naturally form funnels and checkpoints for the journey. I was also blown away at how bloody charming the game was: the sound effects were top notch, especially the satisfying smack and pop of hitting the ground and getting up, and I loved all the little touches like falling through the roof and later having a carpenter show up. Having said that, I was a little confused that I couldn't interact with any of the characters on my journey up: maybe I'm missing something?

Wow, this game has some rough edges, but I found it to be really cool and impressive! Reminds me of a Zachtronics game and I think the stylish presentation and great level design that ramps up the mechanics and difficulty at a steady pace even makes it stand toe-to-toe with them. I easily found myself getting addicting to going through the puzzles in this, and might I'm not gonna set any records anytime soon, I appreciate the game giving you scoring for optimizations. I feel bad because I kinda lost interest in the story since it was so slow: I just came for the puzzles, so get outta my way, haha!

It definitely had a really rough start for me as it kinda just dumps you in without any instructions: I know it's part of the mystique and you can call me dumb if you like, but I was stuck on the very first puzzle for a long time since I had no idea about the play button all the way in the top right corner, because it is barely visible due to the curving and chromatic aberration and easily mistaken as a pause/options button.

Unfortunately, while I think the game is super cool, I did find my experience incredibly crippled by the terrible save system: got all the way to unlocking AND for example and not only did it not give me my achievement, when I started the game up later on it lost my progress and booted me back to Ch6 for no reason.

Rather interesting rhythm game! Once I deciphered what the heck was going on after a brief period of confusion (main menu and gameplay kinda just dumps you in with no explanation or windup), I quite enjoyed listening to the tunes and watching my guy go as I got skilled at using this rather unique control scheme. Could totally see this concept get developed further on with more levels and tunes, but I do feel like it has some questionable parts that need to get ironed out. For one, I was a bit disappointed that there were no scoring in the game to judge my progress and flex on others: no points, no high score table, no miss/ok/good/great note scores, and so on. I also found it very strange that the game just allows you to hold down a button to hit all notes coming from that direction, instead of tapping the button for each note: felt like it went against all natural impulses to do this and completely negates the purpose of having multiple notes with different timing if you can just hold. If you feel like you must keep the holding as an option, perhaps tapping could be a way to get bonus points as it entails more risk?

Pretty neat game: any game that promotes smacking enemies with the backend of a car from a sweet drift gets a thumbs up in my book. I will say though that while I like the concept in theory and I do think there's some fun arcade gameplay in here to enjoy getting skilled at, I found it a bit frustrating to play due to the weird controls (it felt so unnatural to press both directions to boost) the overly slow and slippery feel of the car and the lack of variety in enemies/obstacles/etc. Eh, maybe I just suck at it, haha. Also I found it really weird that the tutorial is stuffed away in the options: feel like it should be a main menu option instead given its importance.

Also, and this is a silly pet peeve of mine perhaps, but I really don't like the inclusion of coins and continues and such: it just makes it feel like the game design has been compromised to promote this weird crowbarred-in grinding aspect.

torrydev responds:

First of all, thanks your review, I appreciate a lot this feedback.

I agree the controls are a bit weird, as well as the coins / unlockables / continues system. But that´s because the game is originally designed for Android Play Store and I wanted to have like 2 button gameplay to be comfortable to play on touchscreens. (As well as including some kind of monetization to get a bit of revenue at least)

The main problem the game has is that drifting over zombies it´s kinda hard because of the controls, so a lot of enemy ideas I had to add a bit of variety couldn't be implemented because it´ll be too difficult to deal with them.
I also noticed that most people improve a lot when they play and get used to the controls and told me that the game experience improved a lot for him.
So I prefer to leave the game as it is now; a short, fun with a bit of depth arcade game, and focus on a future project where I´ll apply all of the feedback I'm getting!

Cute little game! Found the concept to be solid with a very charming presentation, and I had a good time making the combinations for the customers, especially when I needed to try and make the certain gradients they were going for in addition to trying to make the color they want out of whatever ingredients I could scrape together.

Only problem I had was that sometimes it was difficult to tell what the customer was looking for: sometimes they'd be overly forgiving and take my bright green despite wanting a dark olive green, and sometimes they'd be overly critical and want something that I swear I gave them but they don't want (usually I feel they'd want a black potion that might have a subtle bit of other color that's impossible to tell since the black overpowers it, I dunno).

That, and while I understand that most likely the idea of not having all possible ingredients available in the garden is to make the user improvise (not seeing the green frog but need green? make green by grabbing the yellow/blue items instead) I just found it very annoying and frustrating since the time between rotating ingredients in the garden is short enough that it makes me not want to improvise, but rather just wait for them to rotate so I can get what I want. Would probably prefer that all color ingredients are always available but the instability comes from them moving about or hiding and being difficult to pin down, perhaps, as it would be less annoying and still add that bit of chaos.

I think it could be a pretty fun and challenging platformer, but right now I found it to be unfortunately too frustrating and buggy to get through. While I was confused that the game was more about jumping around instead of the more obvious maintaining balance on a unicycle, I still thought that the variety of obstacles provided some interesting challenges. Unfortunately, the lack of checkpoints and high level of precision required to make these jumps due to harsh gravity, sensitive movement and small hitboxes made it go from challenging to frustrating. Also, to add to everything else, the game ended up glitching out on me, putting the levels out of sequence in strange ways where the camera and dialogue goes way forward past where I am and tries to backpedal: really odd stuff. Definitely a case where the game seems promising, but just needed more time in the oven.

I definitely always enjoy these collabs as I like to see all these great artists come together, but I do feel like this collab gallery needs to be improved upon for the benefit of all. For one, I feel like it is missing critical features: why can I not click on a piece of art to see the original art submission page on NG, or more importantly, why can I not click on an artists name to go to their web page? These features are absolutely critical so viewers who get interested in an artist from seeing their work in the gallery can follow them and share the love. Without this ease of use, the chances of a user following up with an artist get lower and lower. Secondly, I wish the art could be displayed in a more creative fashion, such as in a collage that you can click on it to zoom in to individual pieces or something more impressive like a FPS tour through a 3D gallery where the works are displayed like painting on the walls. This would have a double-effect in that it would provide entertainment and improve engagement, as well as fixing the issue where the list format used here kind of makes artists stuffed at the back less likely to be seen. All the artists did great work, so I want to see these galleries to have just as much work put into them to give the artists the props they deserve!

TBerger responds:

although I say that you wrote a lot, I like your ideas and I would also like them to be implemented

MrMineral responds:

a lot of text

Taka responds:

Great ideas dude. I can say that I did get quite a few followers tho.

Ant responds:

I appreciate the criticism but this collab was in a last ditch effort to get recovered after it was canceled. It’s not meant to have every feature every other Art Collab might have, besides I was in a bit of a time crunch whilst programming this and barely had time to do all that tedious work for links and whatnot.

Great goofy little puzzler! A little wonky at times in terms of physics and such, but overall I loved the amount of polish the game had, what with all the little touches like the enemy preview ghosts, fluid intuitive controls for placing and removing blocks, and sheer variety of levels, enemies and challenges to go through. All-around well done!

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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