00:00
00:00
FutureCopLGF

2,227 Game Reviews

776 w/ Responses

1 reviews is hidden due to your filters.

Oh man, I felt really mixed and conflicted on this one. It didn't start with a good first impression as I was getting really frustrated with the 3D perspective as it made it really confusing to tell where your character was at times. I was definitely of the impression that the game would be better served in a 2d perspective where you don't need to worry about the physics pushing you to the foreground/background when you didn't want that. However, as I played more and got the powers for running and grappling, I ended up really getting hooked: something about switching between the various movement modes to fit the situation, and the sheer fun of the grappling movement was so satisfying. If I could have that same grappling movement in a 2d game instead, I think it'd be awesome, but then again, part of the fun of the grapple is being in a 3d environment, but then that brings forth the other issues so...I dunno, this is a really weird one where I don't know if I like it intentionally or unintentionally, if that makes any sense, haha!

Hah, nice little adventure! While the main character controls weren't anything that special, being just a very simple spammy shooter (cmon, how you gonna make a bow without the ability to charge a shot for more damage or piercing?), I liked the goofy and charming story progression, as well as the unique subversion of upgrading your egg instead of your character. With all that, the game did a great job of keeping me hooked, and boy did I love how it all kept escalating to a great ending! I was a little disappointed that the egg ends up with the same build no matter what due to the way the upgrades get capped: would've loved if maybe certain builds that players go for end up screwing them over in the end when the final boss gets those powers, but I understand that you probably wanted it balanced so everyone gets a fair fight. Cheers for this!

WanZai responds:

Very insightful. In the beginning, I really wanted to make a different but challenging boss battle. It needs a lot of tests. I finally chose to make it more steady and fluent this time.

Huh, bit of an odd egg. On one hand, it's got some interesting mechanics what with the limited ammo that trails behind you, some satisfying feedback for hitting foxes and the various obstacles scattered around, and some potential depth with the armored foxes that take multiple hits. But as it stands, the game feels directionless: I had no idea what the controls were, and I had no idea what I was doing or if there was even anything to do! I was getting points of shooting foxes, sure, but with the limited ammo and no clear direction I wasn't sure what the point was. I ended up making an interesting game for myself where I held down the right button and tried to see how far I could get, all while dodging foxes, trying to only shoot when necessary to conserve ammo: it was kind of fun...but that was just a game I made up myself! I'd really like if the game had, well, something interesting to it, like rules or an objective, as right now it just feels like a weird alpha/prototype: for all I know, maybe there was some sort of objective, but I didn't have any confidence in the game to think there was.

VerilyFine responds:

- First and most importantly, this is a jam game made quickly for the July Jam. So any seemingly unfinished parts are actually unfinished. There are so many ways to improve this, so I appreciate your feedback. I want to update the game later.
-There actually isn't limited ammo. There originally was, but managing ammo ruined the feeling of the game, taking it from 'rampaging', to 'careful'. I made it so the eggs represent how much x2 Fire Rate you have left.
-The directionless feeling is because I made the sandbox I had built into a game only a couple hours before the jam ended. There were no points or respawning until then, and they were quickly slapped on. The game has barely any progression or objectives because of this.

Haha, this game really sent me for a ride! I gotta say, I was really ready to quit this game and move on when what I thought was going to be a cool dating sim game was instead a very bland and boring top-down shooter. But then what do you know, there was a whole hidden aspect to the game which ended up really hooking me and I just couldn't stop till I got to the ending! I will say that, as much as I liked the goofy dialogue, it was riddled with tons of typos and grammatical issues, and could use some proofreading (luckily it didn't detract from the experience too much).

I definitely feel like you were playing a dangerous game here: I'm unsure if I should take off points for how bland the gameplay was despite it not being the focus, and I'm curious if there was a lot of people who never considered to say no to death and just moved on, never knowing the real allure of the game. For me, it was a fun, goofy little adventure, so well done in that regard!

Pretty cool experience! I thought this was a great example of a fun little education tool, something of a middle man that lets people experience a small taste of the process of music production and the fun of it, without the hassle of going all in and purchasing a full music production application that can cost a bunch and has so much to set up to get started. It's not so simple to prevent me from still getting a little confused during my process (didn't know how to change the pitch for notes, didn't know what cull did, etc) but I made it thru in the end and really enjoyed when the game took my dumb beats and made a cool little final arrangement with it all. Cheers for this!

Stepford responds:

I'm glad you had fun! And I appreciate the kind words.


If you are curious, when you are placing down notes, you can DRAG it up and down while holding left click to change the pitch. And CULL will stop a sound effect from continuing to play if another note is played, so if you have a super long sound they wont layer over each other and make an awful noise.

Not too shabby! It's a rather simple game in many aspects, with its simple graphics, bland sounds, dumb AI that runs into walls, and so on, but I nevertheless had a good time. I think the key that kept me hooked was the sheer amount of enemy variety that kept getting introduced which had all special attacks and behaviors that you needed to juggle: it made the combat very exciting and action-packed despite its deceptive simplicity, and all that to some cool bumpin' tunes. It's not the prettiest or most innovative game, but it hits where it counts and delivers a short and sweet adventure that kept me hooked. Well done!

As a side note, I thought the 'mash' mechanic to revive was a bit confusing, as I expected it to be clicking the fire button constantly instead of mashing the movement keys: maybe change the graphic so it's a bit more intuitive.

Had a bit of a rough start, due to the weird controls, difficulty of getting the double jump to work consistently, and very harsh gravity/fast movement that prompts a lot of mistakes, but I must say that I did enjoy how the game escalated as it went on with the introduction of all-new mechanics, as well as all sorts of interesting puzzles that build upon previously shown notions: for example, when I saw that you could solve a puzzle by throwing an egg across a spike pit onto a button by bouncing it off another egg yolk half-way through the spike put, it felt like a cool eureka moment among the many other eureka moments I had in my playthrough. I definitely think this game does need a bit of smoothing out as the controls/physics did make it unnecessarily difficult and inconsistent to solve puzzles, but I felt the game was pretty cool at its heart, so well done in that regard.

(Also as a side note, maybe chill on the screenshake and chromatic aberration: I know people think it looks cool but this implementation was a bit overboard and just hurt my eyes, haha)

STANNco responds:

Thanks for the feedback! The controls are as they are by design, but I could definetely have taught them better. I'll try to improve on that for next ventures!! And the RGB split stuff, i'm sorry to hurt your eyes lol. I'll give some options another time

As it stands right now, it feels like a decent alpha prototype for a Fire Emblem/Advance Wars-esque tactical game, but as an actual game it feels severely lacking. The game is functional, but just very basic with no satisfying feedback or special effects to the attacks and other actions (it doesn't even have a victory screen when you beat a level, for example). It also doesn't help that the game is very slow and middling due to the low damage numbers and the small trickle of money which prevents you from being able to experiment with buying other units. There was also a lack of any interesting abilities, and no story/objective to it all to hook me. Again, I think this could be something decent as it has all of the core structure necessary for a tactics game (for example, I liked being able to preview enemy move distances by clicking on them and such) but it just needs more time in the oven to have something special or interesting about it. (As a side note, I am coming at this from a single-player perspective only, and I did not try multiplayer).

ProsciuttoMan responds:

Very fair, I absolutely agree with most of this.
Honestly, if there was more time I think a lot of this would've been addressed (barring plot because I don't think we ever did any work on writing anything), but as it stands I think it was a really fun first step for the crew, since this was everybody's first jam game I believe.

Peti responds:

I agree with your points as well. The things you mentioned, besides story, were actually plans we had but just didn't get around to adding due to time constraints. We didn't have prior experience creating strategy games either, so we ended up biting more than we could chew. I'm still proud of what we were able to create, but it's completely fair to point those flaws out. I'll focus on making something smaller next time.
(Multiplayer isn't a more complete game btw, the things you mentioned apply there as well.)

Very impressive game! Not much for me to say specifically as it felt like everything about this game was firing on all cylinders: cool concept, charming old-school windows graphics and aesthetic, neat music and sounds, satisfying combat and progression, all with a lot of polish to it that gave it an overall professional feel. For a game where the majority of the combat is technically idle, I felt like it had so much strategy and fun to it nonetheless which really wowed me. Well done!

Having said that, I did encounter a weird bug where my stun dice didn't work on the pill enemy despite working on everyone else: his bar turned yellow and stars were floating above his head, but his bar kept depleting and he was attacking me like usual: not sure what was going on there as I don't think he had a special resistance to it or anything like that.

jontopielski responds:

Thanks for the kind words! I'll look into the bug, thanks for letting me know

Hmm, quite the interesting game for me that I'm quite divided on. Game has a lot of ups and downs to it: right from the title screen you can tell its a game of contrasts, with on one hand it having a cool announcer and animated hand-drawn logo and buttons to get you pumped up, and on another hand the composition of it all on this bland blue background being a bit of an eye-sore, and that extends to the bland menus as well contrasting with the cool player animations and so on. Gameplay is definitely quite interesting with it being a very active and crazy rhythm to it all with rapid-fire decision making, but man did it take a bit to warm up to it, especially with the clunky tutorial which, while teaching you somewhat what to do with white/storm clouds, doesn't even teach you what to do with rain/hail/etc clouds to fight bosses and such when the time comes. The special mechanics for rain/hail clouds that differed for every level and the unique bosses were definitely cool and novel, but it was a lot to take in and memorize before each level and I might've preferred if the cloud powers were just the same and only the bosses differed in unique ways to keep it more intuitive. I think its an alright game once you get used to it, but I feel kinda lucky that I didn't drop it since it has a real rough start and odd design aspects to it that are difficult to grasp.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

Level:
19
Exp Points:
3,900 / 4,010
Exp Rank:
13,966
Vote Power:
6.11 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
43
B/P Bonus:
0%
Whistle:
Normal
Trophies:
11
Medals:
3,280
Supporter:
4y 11m 19d
Gear:
1