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FutureCopLGF

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Coming from using Flash, this felt like a great application for making some simple animations! I liked how simplified and intuitive it was: buttons and features were where I expected them to be, the undo button surprisingly worked by pressing ctrl-z (though I guess it's just z), and it had a lot of key features like onion layers immediately turned on instead of hiding it away like Flash does by default. I also liked how easy it was to save the result as a gif! Felt like it did a great job at being a great introductory app for some easy animations that you can save and display on the ol' social medias. I did have some minor issues though: I couldn't figure out how to rearrange layers, and I couldn't figure out how to get the fill or drag tools to work, and there were some things like how I expected the animation to stop playing when I hit buttons like go to first frame or move to prev/next frame, and how when I hit backspace to type in a width it annoyingly autofilled with 1 (I wanted to enter 5 so I hit backspace to blank it out and then hit 5, which resulted it in being '15' instead of '5'). And I imagine it might still be a little too complicated for some people, despite the simplification from more robust apps. But overall, I had a great time with this!

kr0tyara responds:

Thank you for your callback! Sadly, there's currently no way to rearrange layers. You can only copy and paste the frames from one layer to another. The 'Fill tool' draws a filled shape, try to just draw a line as usual! Drag tool is for moving the canvas (doesn't affect the actual drawing), it works only if the stage is zoomed.

Very solid game! I loved the concept and felt like it was done very well by having a good set of levels with both a great difficulty curve and good pacing at introducing new mechanics. Found myself getting really addicted to making it through the levels, enjoying the eureka moments as they came. The game, while quite minimal in terms of graphics and such, still had a decent amount of juice to it with the animated buttons and death animation, among other small touches. I did have a bit of a frustrating period where I kept expecting 'down' to always be the 'flip' action and 'up' to be the 'jump' action, instead of them being reversed after flipping, but I got used to it, so nothing too bad. All in all, feels like a well-executed game!

08jack responds:

thanks for the detailed review!

Man, I definitely went a bit back-and-forth on my feelings with this one! At the beginning, I felt like it was a bit lacking: it was difficult and frustrating at times to get used to the controls, physics of rocket jumping and the large spike hit boxes. Furthermore, the level design felt like it was all over the place with weird difficulty spikes followed by a bunch of bland rooms that regress and provide no challenge at all. But once the game introduced the new remote grenade weapon, it actually started to get really fun for me! It felt really cleverly designed to utilize the new weapon to be able to backtrack through the levels to get back the main hub and reach the new zone. From that point on, I liked the challenge of the levels and the cool feeling of switching back and forth between the weapons to use whatever works best. I guess if the game could just be tightened up a bit in terms of physics and the beginning had some of the fat trimmed to keep the pace up, it would be great! But as is, I still had a nice time: just felt like it was one of those games where unfortunately you have to wait for it to get good.

Fun little gag, but it did make me wish it had something even more to it! Seeing the characters bounce up and collecting the Bs made me think that it was building up to something, or that I had to catch the other characters as they go by or...well, or something, anything, but the game was just that simple in terms of mechanics. I suppose it's just the fact that it does have some niceness to it what with the upbeat, bouncy animated graphics and music that makes me wish it was even more. Also feels a bit lacking that, even as a high score game, it doesn't even display your score in game. But I mean, what was I expecting? It's based off of B and it is exactly what an homage of it would be, and it was clearly made in just a few hours, so eh, what can I say? I'll let it slide, haha.

Stepford responds:

I TRIED TO WARN YOU!

Solid puzzler! Quite minimalist and a bit dry in terms of special effects, and I wish there were some quality-of-life things like being able to save/load your game, but overall I really enjoyed the mechanics and the progression of difficulty as the game introduced them bit-by-bit with hints. Definitely felt quite clever and had some good eureka moments to the puzzle designs!

Pjorg responds:

The puzzlescript engine should save your progress via browser cookies I think? Glad you enjoyed otherwise.

Cool application! Not only is the presentation stylish as all get-out, I feel this serves a great purpose of being a solid animation program with just the right amount of options to let even a newbie make some neat gifs, but not so much as to overload the user and frustrate them as a more traditional application would. In that respect, it's a great stepping stone program, a way for a person to get introduced or have some quick animation fun while being able to slap their gif on their social medias and share: very cool stuff. Thanks for letting an oldie like me have the chance to animate for a bit like I did in my youth, hoho!

CaperCube responds:

Thanks for the heartfelt review dude! A big part of our goal with the game was to make it easy to use for new animators and not frustratingly simple for experienced ones, so I'm super happy to know that our intent wasn't lost in development! Cheers yo, glad we could make your day!

A bit of a rocky start, but a cool game! It was a bit frustrating to learn everything without a tutorial or anything: it's somewhat intuitive, but there were some aspects that I didn't realize for quite some time, like being able to run up columns, or being able to match on diagonals or by holding an orb without placing it down either, and I wish there were some sort of targetting icon to let you know what orb you're about to pick up since there were plenty of times where it picked up one I didn't expect it to (like picking the one next to me instead of the one below me). Once I got past all that, I felt like it was pretty solid! Has a lot of charm to it, especially with the cute transition animation. Only thing lacking for me was the progression: felt like it just gets a bit monotonous and takes way too long to start introducing significant differences, but it wasn't too bad as the gameplay was decent at its core to compensate.

AxolStudio responds:

Great feedback!
This was made in < a week. So many things were rushed.
We are in the process of developing this further, and have added some new game modes, and 'special' eggs, etc. Hopefully you'll come back and give the new version a play when we release it.
A 'target reticule' is a pretty good idea, actually... I hadn't thought about it...
One of the improvements we have already added (but not released yet) is that if you hold down you pickup the egg you are standing on, instead of one next to you.

Thanks!

Move over Breath of the Wild, we got a brand-new exploration game here! Found myself having a lot of fun exploring the map, finding all the treasures and chuckling at all the various dialogues that pop-up. The game can be a little monotonous at times as the landscape can be quite barren and overly bumpy making treasures tricky to find, but the NPCs made it up enough for me. Speaking of that, it is pretty inside-jokey so I dunno if it has mass appeal, but hey, it's Newgrounds and I recognize most of the people mentioned, so hey, it's all good for me! Also to note is that the game is a little wonky in some aspects, such as the water acting oddly, the bike being able to go straight up mountains Skyrim style, and the treasure chest spreading the gems so far you need to pick em all up one-by-one, but I felt like they didn't detract, but rather just add to the goofy nature of the game (for example picking up the gems is fun thanks to the pitch-shifted noises). There were a couple of weird bugs here and there: Corey's commission lines were doubled up in a strange way with a line being written twice despite it being said only once, for example, but nothing too bad. Anyway, cheers for this!

plufmot responds:

Ahaha I'm glad you enjoyed it! This is definitely a game for the culture! Also the Skyrim bike thing was intentional. Was too much fun just being able to drive up anything. Keep it real!

Not too shabby for some score-attack arcade action! Found it very easy to pick up and play, presentation is solid, has just enough polish to it to make it feel satisfying to play despite its simplicity, and it has some interesting hidden mechanics like being able to save yourself from death (though I'm still confused how it works and I had no idea it was possible). A classic short and sweet game!

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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