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FutureCopLGF

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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...

Cool little warioware-esque minigame! I thought that both the minigames and the concept/presentation had a lot of goofy charm to it, and I had a blast figuring out the mechanics to each of them, all while laughing at the various gags inbetween. Though having said that, it definitely had a few issues: for one, it felt like the quality was a bit uneven where some games had funny failure conditions (the monocle guy bugging out) while others just played a sound and went red with nothing special. I also felt like the hat tipping game became impossible to complete when the difficulty gets harder as you're not given enough time to tip for the third person, while the toasting game actually became easier the harder it got since you have more chances for the knife to pass the glass. But the only real complaint I had was that there just wasn't enough meat on this game's bones with a mere 4 minigames, but hopefully you can take that as a compliment that I just wanted more and more from this charming little game!

AndrewDavidJ responds:

Hey, thanks for the review!

I've been collecting a lot of great feedback since this game's initial release (I made this in two days for a game jam :P) and I plan on implementing some of those notes into the game's next update! The failure state thing hasn't been mentioned before, so thanks for that!

Hopefully I can get an update done soon with all these improvements as well as more mini-games!

Certainly wins a lot of points for me in terms of presentation: definitely made a great first impression with the visuals (although I'll admit that might be due to nostalgia and such, haha). And while the game does start off a bit hard by frontloading with a lot of obstacles and not much direction on how to play, I found myself getting into it and enjoying myself.

Having said that, though, I felt like gameplay was a bit of a mixed bag. On one hand, I thought the game was fun and challenging, despite the simplicity of the mechanics. Flying around, dodging obstacles, conserving stamina, finding a good route, and so on made for a fun mix that kept me engaged. However, I felt it was a bit clunky in some respects. For example, I wasn't quite sure where or what I was supposed to be doing as I didn't know what items to collect and whether they mattered, and there were a lot of paths to take as well pointing in all sorts of directions and I didn't know if there were for story progression or just bonus challenges or whatever. Also, the hitboxes for enemies seemed way too large and the egg seemed too easy to crack from falling the slightest bit, leading to a lot of frustration.

I definitely feel like I still had a positive experience despite the rough bits and I plan on coming back to this to complete it, so well done!

As a side note: I had some real issues with using a controller for this, as for some reason, despite the up key being the key to fly up on keyboard, my controller expected me to press down to fly up. Wonder if it's because I'm using a ps4 controller instead of the more standard xbox controller? Weird.

This was a real odd duck for me. Initial impressions of the game were very strong: the presentation, UI, music and so on gave off a very professional, charming and polished feel, especially the very fancy title screen that zoomed around the 3d environment for every option you selected. It looked like so much effort was put into everything that made me really excited to see what the gameplay was like!

And then I played the game and I was like...was that it? I mean, it isn't bad or anything, the game is still alright, good even, and I liked the charming voice lines that came up and such, but it definitely was a bit underwhelming and short-lived. I was expecting some sort of level-based game like Cook Serve Delicious or Cooking Mama or something with a bunch of content and mechanics, but what I got was just a single score attack level for a very basic rhythm(?) game.

And to be fair, I would've been fine with that single level, except it doesn't have anything really exciting or compelling about it: where are the streak counters, the point multipliers, the satisfying sounds and explosions that increase in intensity as you rack up a big combo? What is the significance of the different foods that pop-up, as well as the different tiles? Where's the story or the multiple victory screens displaying the food we've cooked for our family, where it looks better based on how high our score was? What happens when I mess up: is there a combo point multiplier that I lose or is it just a time delay until I can continue? I got so confused at times where I felt like I did so much better than before, only to get a way worse score: perhaps this game does have some complex score mechanics, but it didn't do anything to communicate those.

Pardon the pun, but at the moment this felt a bit underbaked, or like a good-looking apple that's hollow inside: it felt like all the effort went into making everything surrounding the game look good, but nothing was done except the bare minimum to the game itself. I would love to see an updated version of this though since it seems liked you've got a good team going and this has a lot of potential that I'd hate to see go to waste!

ShycoticBunni responds:

Thank you for your very in depth comment! You brought up some very solid points here, and I vibe the most with your comments about the differing food tiles and the addition of extra juiciness via tile streaks and point multipliers! I'm gonna snap this comment up and present it with the team and see how they feel about this as well. :)
I'm glad you enjoyed Cooking Daddy nonetheless and thank you for your feedback, dude!

Call me a philistine or a monkey or whatever, but for the most part, this game didn't hit with me. Just felt like some pretentious wankery. It was a bummer, because I felt like the minimalist mechanics were pretty cool, especially with two (maybe three, I forget) later levels where you really gotta puzzle some stuff out by moving the camera and hitting all sorts of hidden panels. But those levels were few and far between the vast number of blah levels where you just crumble some structures and let the chips fall where they may to fill out some survey inbetween a bunch of inspirational quotes taken from instagram. I'm sorry I'm being so rude, it really isn't that bad or anything: I feel like the only reason I'm negative was because it felt like there were some really cool potential here that I really wanted to see expanded upon, but it never got off the ground and was just disguised with all the other fluff to puff it up and make a shallow game seem more impressive than it was. I am definitely a monkey who prefers his shoot-shoot bang-bang games though, so perhaps I'm just not the target audience.

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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