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FutureCopLGF

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Decent text adventure! Graphics and general aesthetic were very interesting with this weird grungy collage feel to it, though I felt sometimes it worked against itself since it made it very difficult to parse (and the way the font would get chromatic aberrated at times made it physically painful to read). Also while the game has some cool reactivity and variability between playthroughs (reading the letters in a different order for example) it also had some weird consequences if you did things out of order like opening the window/cleaning and such for the apartment. Not to rain on it, but it did ultimately feel a bit lacking to me: not necessarily bad or anything as it was still a positive experience, but it didn't really have anything special that stood out to me that hooked me into playing more. The most special aspect it has at its moment is it graphics, but as interesting as those are, they actually made me a bit conflicted as stated before with its damaging its readability. Without that, its 2nd best attribute is its humor, and while it is not too shabby with its funny dialogue and amusing events, I dunno if it's enough to make it stand out from other visual novels. I understand I might be being a bit unfair and holding it up to a higher standard than necessary based on previous entries from you which I felt were a bit more interesting. Again, though, it was still a positive experience and I am still interested enough to see where this goes a bit more: just not sure how much longer.

By the way, I do wish it also had some quality of life changes, such as hitting a button during a text scrawl to speed it up, and the ability to resize the window to be larger because playing this game now is like playing a game for ants: so tiny, haha!

StuffedWombat responds:

those are valid points!
thanks for taking the time to make them.

the chromatic abberation will be turn off-able in the final release and u can press F for fullscreen :)

(also what do you mean by weird consequences for opening window etc? would be dope if u could DM me the specific thing u found weird, bc i dont really know what exactly u mean rn^^)

Cool horror game! Thought you did a pretty good job at building up a creepy atmosphere: the surprise at the start, the beating sounds of the eggs as you get closer in proximity, the crackle when you accidently shine your light on an egg, the anxiety of going without your light and relying on the monitors to guide you, the music and how it shifts when the shit fits the fan, all in all creepy stuff! The graphics were decent too, though they could be a bit annoying at times: due to the wonkiness of the way the 2d sprites flatten or rotate in 3d space, it was really confusing at times to tell where things are actually located (I had real difficulty picking up the keycard on a floor for example, and eggs were weird to locate at times). This is a minor quibble, but I did find it a bit annoying that C was the flashlight button: why not utilize F which is the more obvious choice and easier to hit without twisting my fingers off the movement keys? Anyway, I wasn't able to make it all the way through yet, but I'm definitely interested in getting back in as you seemed to keep escalating the mechanics as I got farther, so well done (and thanks for the save/load feature)!

Not bad as a promising proof of concept or a vertical slice, but it ultimately felt a little lacking in its current state for me. At its core, I liked the way the character moved around all blob-like, bouncing and deforming and such: had a very satisfying feeling of momentum and squash/stretch to it all. But as satisfying as the movement was, it couldn't keep my attention forever, and the game didn't really offer much else to interest me as I went deeper and deeper. I kept expecting the game to escalate by introducing new biomes or enemies or more obstacles but it never did in all the distance I traveled, leading to me just getting bored. If, on the off-chance it does actually have new events or changes that occur the deeper you go, than I'd say that those events should come sooner as it felt like it just dragged on. Furthermore, I felt like the splitting mechanic was really underutilized as it was only used to just make it through forced checkpoints, and I hated the unsatisfying way you just jarringly reform instantly with no animation to it. I really didn't find the collectibles to be satisfying or enticing to collect at all either. Having said all that, I still feel like there is lots of potential here and I'd love to see it worked on further!

Cute little game! I thought the concept was very unique and funny, and the gameplay was very fun and, while simple, was deceptively challenging to get through. Loved how the levels ramped up the difficulty and introduced a lot of interesting events which kept me hooked all the way through, especially the last level which was a huge gauntlet and ended with a bang. Speaking of those events, I felt like the game had a lot of charm to it: cool aesthetic, slick animations/transitions, goofy failure messages, wild replay mechanic, etc.

I gotta say, though, I had a really bad start: I know it seems obvious now, but when the first level started, I had no idea I had to press space to actually start the level, as my focus was on the instructions to hit up and down. I actually loaded up a separate browser since I thought maybe the game wasn't reading my inputs, haha! Glad I figured it out though as I had a great time afterwards.

Decent little game! Definitely took me a bit to get used to at first since it just dumps you in and starts the clock before you can even learn how to play, but once I did get used to it I thought it was a decent speedrun game. In terms of learning the game more effectively, I do wish the status bars were a different color than gray on gray since it made it very difficult to read what my status was when trying to focus on gameplay. I feel it would also be helpful if there were multiple increasing stages of annoyance for the egg so you could tell how close you're getting to losing, as with just one level of annoyance that starts so early you can't really tell at a glance. Speaking of that, I felt like the real thing that was missing from this game was a bit more juice and pizazz: I was definitely impressed with the cool goo splat effect that you did, but then I was really disappointed that there was no sound or visual effect for other actions, like picking up music notes and such: seems weird to prioritize the goo over that considering how essential it is, haha! Also I have no idea what's going on with the graphics: on one hand I really liked the animations, especially for the player and the egg, but then you got these weird green blobs in the foreground that can block your vision, and even block tutorial text! Anyway, I still had a nice little run in this game.

Just-a-ng-dummy responds:

Thank you for this in depth response

I really got a lot of reviews funny or critical
I plan to add difference to the progress bars so you can tell the difference between them
I thought the foreground looked cool, but yeah it can block the view a bit
Also with the sound effects, I might plan to add more sfx soon too

Neat game, but I feel a bit conflicted on the execution! Definitely feel like the game has a solid core to it: I liked the graphics for the general presentation and way the player is animated (especially the jump) and I liked the gameplay as it felt smooth and fun to get up the mountain. I'm really conflicted on the stamina mechanic and how it was implemented though, as it felt like it had so many ways it could just screw you over. I hate how I didn't even notice stamina at first since it's tucked away in the corner and its effects aren't visible on the player until its all gone, I hate how stamina can only be recovered by forcing yourself to wait at campfires which kills the pace, I hate how stamina isn't restored after death, and I hate how stamina can slowly get depleted and screw you over into an unwinnable situation that you might not realize you're already in. I think the stamina system does have potential merit in terms of making you calculate your route and be very cautious and conservative and such, but here it just felt like it got in the way. Also felt like the game was very short and would've liked more to the journey with more interesting obstacles and such (understandable for a jam though).

LeviRamirez responds:

it’s almost like this game stinks

Pretty neat game! Got some really neat presentation to it with the cinematics and way the story progresses, and I liked all of the interactivity with the many objects. Story starts off strong as well, and introduces elements so even a person who might not be in the know can get the basic gist. I did find the dialogue to be a little bit too quippy and jokey for my tastes: humor is good, but it gets to the point where so many characters end up with the same over-the-top personality. But hey, I still did enjoy the gags most of the time, so it works alright.

Really cool game! Definitely found myself getting addicted to the satisfying chain reactions from making matches and the way all of the mechanics worked together to create this fun and exciting story to (reminded me a lot of games like 10,000,000 or You Have To Build A Boat). Having said that, while I do enjoy that it has a lot of interesting mechanics and depth to it (matching corners for potions, monsters differ in statistics, the way heroes make progress, etc) it was a LOT to take in. I appreciate that you tried to make the tutorial as pleasant as possible by interspersing a lot of pictures inbetween, but in the end, it was a massive wall of text and I just couldn't make it through all of it without getting fed up. I do think I was still able to grasp enough of the game intuitively, which was good, but there are so many moving parts on the HUD that it was difficult to parse it all and I was clueless in some respects, especially whether I was actually winning or not, haha. One aspect I was really disappointed in was that, when I made a potion chain, I couldn't see what the scrolls did in game as it didn't display the description for them when I hovered over them: c'mon, don't just leave that description in the tutorial that I have to memorize, there is plenty of space to display it mid-game when the selection comes up! Anyway, despite all that, I overall found it a very fun and charming game, so well done!

Neat arcade game! Loved the goofy and slick presentation to it, especially with the cool music transitions and the satisfying damage effects. Took me a bit to realize how combat worked, but once I did, I liked how, despite how simple the controls were, the game had a lot of complexity and risk/reward to it: with the way a ground pound can hurt you if you're not accurate but it's your only attack, the way enemies get faster when you first hit them, the way power-ups mix things up and so on led to me treating the floor as lava and trying to stay airborne by bouncing off their heads in a fun chaotic combo! All this and the way the game kept escalating with new enemy types, formations and power-ups definitely ended up addicting me into playing more and more! It did have a few problems with the power-ups being a bit unbalanced and uninspired, and the way text was very difficult to read due to the font and the lack of outline to make it pop from the background, but all in all I had a good time!

Spebby responds:

Thank you! If we had a bit more time, we would have likely made more interesting powerups, but I'm glad that the game was still enjoyable regardless!

It's like Paperboy, except instead of throwing newspapers to subscribers and smashing windows of non-subscribers, you rain on the believers or flood them the nonbelievers...sort of? Having said that, though, it was very fun to see the various outcomes you could get as I liked how bleak and varied they were.

While I did enjoy the game, I definitely did have a rough start learning how the game played and how the controls worked. Collecting clouds felt really odd and unintuitive at first with the way they stick/unstick to you, I thought I needed to encircle the clouds with my rain spirit and me to make it rain like the yellow circle indicated (until I noticed the handy tutorial picture, which kinda disappointed me that it was so easy to spin in place instead of requiring some cool formations), I wasn't sure why and how many clouds I should gather and why it ends once you get to 30 of all numbers, I didn't notice the statue mechanic at first since the tutorial for it disappeared so fast, and so on. I felt like moving forward should be automatic and the player should only have to worry about turning, since having to do both, while seemingly helpful, actually confused with the stutteriness of it (I know, it's kinda weird). Despite those problems though, I definitely did end up replaying it for a bunch of endings, so it hooked me well enough!

OmarShehata responds:

Thank you so much for the very thoughtful review! I agree with you, and in fact the original version of the game had the dragon constantly moving, and making it rain did require more complex formations, but those changed as we tried to make it easier to play, but it seems it's still hard for some, and for others who do figure it out these changes make it not as fun.

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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