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FutureCopLGF

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Really cool concept for a game that felt like a bit of a mixed bag for me!

On one hand, I do think that the concept and mechanics for the game were quite interesting: switching back and forth between side-scrolling and top-down mechanics to find the right path were really fun and mind-bendy at times, and then piling on other mechanics like removing breakable tiles by walking over them in top-down to create a staircase you can jump up in side-scroll mode made me feel really clever. I'm only through world 1 right now and I definitely want to continue onwards to see how it shakes out.

It does have a bit of jankiness to it, though, that kind of made it confusing/frustrating to play. To start, the graphics sometimes remind me of a NES game that is glitching out, or maybe a weird kaizo mario maker level or something: just really slapdash and kind of difficult to parse and look at sometimes. Second, the gameplay felt very awkward at times: my character would get stuck or glitch into platforms, I wasn't sure how to attack enemies in top-down mode, I felt like I was forced to make these really tight jumps that the game isn't flexible enough for, and it felt weird being hit by enemies that are in tiles below me that shouldn't be able to hit me (and even then, I feel like I should kill them because I'm above them even if I'm not jumping). And finally, I wish the map screen was a bit better: would love to move around in it like Super Mario World or something instead of just messing with the menus in the bottom corner.

It's definitely a neat game I think: for me, it just needs something like a polishing pass to make it feel more smooth and not so janky. But I suppose, given the kind of glitchy nature of the concept/theme, it kind of fits in a weird way, haha. I plan on trying to make it further in the game nonetheless!

Solid puzzle game! Had a bit of a difficulty spike here and there, but overall it felt like a very smooth and fun ride that kept escalating in interesting ways thanks to new, intuitive mechanics being introduced at a good pace. Some initial confusion was there over the jumping distance at times, but later on it felt like all of the puzzles worked well with it so it was just me trying to jump in unintended ways. Before I knew it, I had gotten the envelope...I mean, the epolevne!

A nice attempt and I think the heart is in the right place, but I'd say it unfortunately falls short of being a good fangame by missing some critical aspects.

For one, the great thing about Henry Stickman games I find is how animated and lively everything is, and that includes the buttons which would usually play out an animation or a sound when you hover over them: the buttons in this, unfortunately, were very lifeless and stiff with no such pizazz or life to them.

The scenarios that played out weren't that unique or inventive either, most just being a silly one-note gag that didn't really use the whole winter situation to enhance it or have the craziness and escalation that most Henry Stickman gags did. Heck, you had two jack-in-the-box scenarios that were practically identical, and then two phone scenarios that were literally identical as they were just copy-paste!

All this just made the game feel rather lazy: just felt like the list of options was bloated with a lot of fluff: I'd say the only ones I really liked were the the jacket, the load save, the teleporter, the go deeper, and maybe the cheese/bomb/radio. It's not all bad: like I said, there were some decent options in there and I liked the stickman animations and such as they looked very authentic, so I think the heart is in the right place: hopefully I don't sound like too much of a jerk, just want to point out some of the hidden aspects that really could help enhance the experience if you revisit.

BioPlant responds:

Thank you for the thoughtful review! I’m currently working on a remake of this game, so your review is much appreciated.

Goofy little adventure! Part of me wish it had a bit more gameplay besides just walking around (and the one token puzzle) but for the most part, the dialogue and animations were quite charming and amusing and it kept me wanting to see what oddities happened next, so I'll let it slide, haha. What I might not let slide was the constant janky issues where my character would get stuck walking backwards and I'd need to reset it with a jump: I know you put a warning in the description and all that, but at the end of the day, there's gotta be a better way to actually solve the issue than just making an excuse and expecting everyone to roll with it. Anyway, it wasn't the worst issue to tangle with, so again, I'll let it slide, but just a warning for future since it did hurt the presentation and believe me, you cannot count on people reading the description.

midgetsausage responds:

Yeah, it's a pretty bitter pill to swallow that some people just don't read the description and that the bug... thing is hard to fix.
I wish I could go out of my way to fix em, but my Scratch skills are rudimentary at best, and I don't know if Zach can even fix them thanks to Scratch's limitations...

We're still genuinely happy you enjoy the game, really sorry for the constant sudden moonwalking every now and then. But we're glad (and relieved) that you love the bigger picture!
And yeah, the lack of gameplay was something we were real unsure players on Newgrounds would roll along with, but we were tremendously shocked that they did LMAO

Cute story! I'm not full-on deep into my Madness lore or anything so I dunno how canon or anything any of this is, but I found the world and concept very believable, the artwork very charming, the characters quite interesting with their own unique voices and the story very gripping! Was surprised how easily I got sucked into it: I was worried at first that the game would get too quippy, jokey or memey but it never did, and I admire the professionalism at sticking to keeping it real. Definitely coming back to get the rest of the endings later on: so far I've just got the one where I did nothing, but I'm quite intrigued to see the rest (though sometimes tells me there isn't exactly a happy ending no matter what I do...)

vhsdreamland responds:

oh my goodness thank you so much!!! this is such a nice review, thank you for your time!!

Nice shoot em up! Overall it felt like the game was very satisfying to play with a lot of cool special effects (especially the shockwaves), and I definitely loved the weapons and how they all had their strengths and weaknesses: you gotta be accurate with the rockets but they have great splash damage, the vulcan is decent all-around but you gotta get dangerously close to not suffer from the lack of accuracy, and the plasma is awesome at insta-deleting foes but it overheats so fast so it should only be a last resort. And then there's even the drive where it passively boosts your speed as long as you have it equipped. All these interesting pros and cons made fighting the great and various array of enemies (who are also weak or strong against certain weapons) super interesting as it keeps you active in searching for the best tool to use in the ever-changing situation: very thrilling stuff! Bosses were quite a cool spectacle as well. I felt like the whole ability to just warp out to homebase whenever you want was a bit confusing to come to terms with at first, but I suppose it allowed for some interesting convenience as some people might want to cash out immediately instead of more traditionally waiting for a level end. Well done!

Extar responds:

I'm glad you enjoyed the differences between the weapons, with the enemy immunities I wanted to make it so there's no one strategy that works all the way through, and so there's always at least one enemy who will give you problems regardless of which weapon you use.

Yeah, I let the players go to the hangar at any point so you can kind of upgrade as you're going, although you get more points if you save up more coins before visiting the hangar. Also, you can go back to the hangar to reset the screen if things are getting a bit too hectic :)

Thanks for the the detailed review!

I always appreciate these collabs as I think the heart is in the right place in terms of showing these artists some love and showcasing all these great talents, but I have to admit I did feel like this gallery was very lacking.

For one, it's very dry with no real pizazz to highlight or frame the art. It's as basic as it can get with just a simple back-and-forth between bland pages: It think it would be much cooler if the artworks were displayed in a big collage/gallery/poster like what's shown in the description, where you can hover or click parts of the art to see who worked on that part and so on: you know, just something a bit more fancy and interesting to get people to stay.

Furthermore, it felt like the gallery was lacking a lot of key features: for example, you can't click on an artist's name to see their profile, so unfortunately I think a lot of people aren't going to see and follow other artworks from them, which is a bummer because I think the point of a gallery and collab like this is to let people see art and then get to know and love the artist. By not putting an immediate link, you've made it for difficult for people to get connected and show love to the artist when they would want to.

Also, there's no table of contents or index or what-have-you to allow different ways to list, view or search for art that interests a user. By having the gallery be a simple list with only one way and one order, I feel like it unfairly emphasizes whatever you've chosen to be first in the list: everything near the end of the list probably won't be seen or remembered by the usual user as they would get bored or be tired by the time they've made it there, if they make it that far at all.

iamtheangrysons responds:

thank you for your feedback!

Fun game! I found the concept of climbing around with your arms both very amusing and also very intuitive and interesting to come to grips with, if you'll pardon the pun. Felt good to get better and more efficient at moving around, and I loved pulling down the keygates as it felt so satisfying. I haven't beaten it yet but I definitely plan to come back since it was quite fun, though I'll admit that part of me is a little reticent because the game, as fun as it was, sometimes felt a little frustrating and slow to play at times: nothing major, but sometimes it just felt a little wonky to have to climb everywhere bit-by-bit, and annoying to get your hands past certain obstacles.

One part that was a bit confusing was the fact that I wasn't ever sure how far I could move my arms at first: sometimes it felt like they could reach very far, and then other times they couldn't, and that's because I didn't realize I was crossing them over (reaching to the right with my left arm). Perhaps the game could actually have the graphics of the arms overlap in front of the face so it was more apparent that's what was happening, or be more forgiving to allow it.

EDIT: Have now beaten it and had a blast! I appreciate the bonus hard paths that taunt you: always love an optional challenge, haha.

Hmm, I felt like this game does have some potential going for it, but ultimately I found it very repetitive and uninspired as it current stands.

There are some good aspects to it, certainly: for example, I like the goofy art and presentation, as well as the feeling of speed and momentum you can get with the player character as they roll around at high speeds. I also like the bumpy feeling of running over the terrain and watching the collected items fly out, haha. And below the incredibly loud music (which had some pretty rockin' tunes) that unfortunately drowns it out, I think I can hear the sounds of a rising pitch modifier being used for the pick-up sound to make it more satisfying.

But for my playthrough, I spent most of it very confused because of the lack of a tutorial that doesn't teach you the controls or the rules. Even when I did think I figured it all out, I found the game very unsatisfying from the way the levels just seemed to repeat the same basic loop over and over without any improvement: collect items, run a few laps, boom, over and over. No challenge, no excitement, no nothing. Again, I felt like it was a bit of a shame because the game looks like it has some charm to it, but without any hook or interesting mechanic, it lost me. Maybe it can come back in a more fleshed out version?

Pretty cute and short little text adventure! Was quite fun to go through the various paths to see what weird references and oddities would come up, and what endings I would ultimately get. As a fan of CYOA books, I approve. The game had an interesting presentation style for showing choices that was equal parts innovative and equal parts unfortunately confusing, so I guess it cancels itself out, haha. Now, onwards to assimilation!

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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