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FutureCopLGF

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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.

Argh, I feel like I really like this one, but I admit I felt a bit conflicted! While it had a bit of a rough start where I didn't understand how the game worked, it didn't take too long for the game design to clue me in to the mechanics through the way the levels were designed. From there, the game whisked me away with its slick and smooth gameplay and I was having a blast! The graphics, while minimalist, I felt did a great job at adding a lot of punch and pizazz to the game with the way the character bends as they move and shakes as they get damaged, and the special effects for collecting objects and such. I definitely think the game concept and core is solid, but the execution felt a little messy to me. The kicker for me was the level design: while a lot of the levels felt well designed and fun to play, the difficulty curve was all over the place with tons of super hard spikes inbetween super easy levels. Plenty of the mechanics that got introduced, like the turrets, just felt super annoying to fight against. While I did get frustrated and stop halfway, I do feel like I want to revisit the game just because of how good it felt to play in general, so well done in that regard!

SlickRamen responds:

Thanks! Levels were a bit rushed because I just wanted to get the game out, so I'll admit I could've spent a bit more time refining the mechanics and stuff, but I'm glad you had fun.

It's a rather simple game, but I had a few laughs and did find myself getting addicted to going through the various combinations and seeing what goofy new results would happen (both in text, art and animations), so well done!

Funny little game! While it doesn't really have any major challenge or interactivity to it beyond just moving forward and talking to people, I nevertheless found myself getting addicted to it due to the way it kept the novelty and pacing going with all sorts of events. Love all the various gags in the game, both the direct ones (such as through dialogue) and the more subtle ones, like the girl's bathroom door being all fancy-like.

Was happy to see that, while bathrooms have changed in some ways from my time with vaping and the like, some things never change, such as people thinking axe body spray is a replacement for hygiene. God, you'd think the bathroom had been raided by SWAT with the way kids would gas it up with axe body spray back in my day...anyway, thanks for the trip!

(btw it's principal not principle, but whatev, it's probably part of the humor)

BobbyBurt responds:

haha yeah, part of the humor...

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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