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FutureCopLGF

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I don't really know anything about Chainsaw Man and I don't get any of the references, so I'm just judging this based off of being a rhythm game. On one hand, it seems kind of decent and fun to play: interesting music choice with a cool note chart. On the other hand, though, the game is confusing: why were the letters DFJK used for the arrows instead of just using...you know, the more natural controls, like the arrow keys? If the intention was to make it more challenging by having an awkward control scheme, then I'm not sure why because it seems like the note chart is already quite difficult. But then again, that's built on a falsehood: this game isn't programmed well. The beat detection for ok/great/perfect seemed sketchy to me, not that it matters, because you don't have to actually play competently at all, since just mashing all four arrows constantly is accepted as good when it clearly shouldn't be. Look, I had fun somewhat, but upon further examination, this game is a buncha smoke and mirrors, a barely functional patchwork mess disguised with some memes and neat music: I imagine if I never noticed the problems it would've been fine, but unfortunately I did.

I think you definitely accomplished your goal: to me, this felt like a very mini Minit that was a lot of fun! While it was a bit confusing at times due to the simple graphics (I thought the first item I got was the wings already when it was just, uh, scissors? haha) it was very fun and easy to experiment with each new item you got. Had some fun brain teasers, especially stuff like making sure you use the boots properly and don't fling yourself onto spikes. Definitely a great example of a short and sweet adventure!

amidos2006 responds:

Thanks a lot :) glad you enjoyed it and managed to get the vibe of minit from it :)

Sorry about any confusion, I am happy you still were able to enjoy the game :)

Pretty cool game, and nice to see a sequel to Gappy! I found the gameplay very addictive and challenging, and had a lot of fun making my way through this! Only complaint at the moment is that the controls can be a bit laggy at times: there were a couple of instances where the game would unfairly ignore my jump input and I'd fall to my death (especially when it came to successive jumps on one-tile wide platforms, an issue I had in Gappy as well that I was hoping would be fixed in this one). Also it's a bit disappointing that the game doesn't have a save/load feature (I know it's not that long but still), and there were a few issues where the collision would be a bit glitchy and I'd get stuck in something. Furthermore, it felt a bit devoid of content and lackluster compared to Gappy: to be honest, it feels like this should be the original and Gappy should be the sequel! Overall, however, it's a solid, fun experience!

28 deaths!

Um...maybe it's good? I have no idea what the hell is going on. As best as I could tell, maybe the objective is to collect the coins in that thingy, but since the trash is constantly filling up the world and blocking off paths, you need to strategize and improvise the best way to collect coins: do you race to grab them before the trash blocks you off or do you instead block the trash at the root with a block to keep the paths clear in the first place? Or maybe you just wait for the water to rise and get coins in a new sector when it's accessible? Is, uh, that what I need to do? I gotta admit, despite the game being incredibly aimless and frustrating to play at times, it was kinda interesting to figure out what, if anything at all, is happening? I think a lot of people will just walk away from this, but I'm a little intrigued to go back and figure it out. I dunno though: as much as maybe this is something that is probably intentionally vague, it might not be for the best. I mean, there's something to be said for at least giving us a general goal or explaining controls: as much as this game might want to be all minimalist and artistic and such, I've seen a lot of other games do a better job of being minimalist while not alienating the player by at least designing subtle directions into the gameplay. I dunno, it's a headscratcher and it's making me ramble, so cheers for that, haha!

Hmm, I want to like this game, but at the moment, the gameplay wasn't selling it for me. I do like the general presentation of the game: has a very charming and goofy aesthetic to it with lots of nice little touches like transition animations (though it looks really bad how the slider bars clip in front of those transitions), and I like seeing the character react to the various events that happen in gameplay, so kudos on that. The gameplay itself, however, felt really bad for me. Don't get me wrong, when it's going at a good pace, it was pretty fun: as said before, it was enjoyable to get combos, see the reactions and rack up the points. However, more often than not, the drill was getting stuck in an incredibly boring loop of bouncing side to side (sometimes literally in an infinite loop that I was only, by the grace of god, saved from by an earthquake), reducing the game to a terribly slow pace. Not only that, but it felt like I had no control over where the drill went, so levels would last forever because how am I supposed to ever hit those specific gem blocks that I need to? I think there is something good in here, but I'd like to see more abilities introduced to help the player control over aiming where the drill goes, as well as balance changes to make it so that the drill bounces at good angles that keep the pacing going. Good attempt though so far!

Interesting strategic game that was deeper than I expected! It was a bit confusing at the start: couldn't even figure out how to roll the dice and a lot of the elements were confusingly named, such as the attack core not being to attack the enemy (that's the heart core to do that), but credit where credit is due, the game did supply a good help menu to figure everything out. Once I got used to what I was doing, I was surprised to see some deep combat where fights are long because that gives more of an incentive not just to keep mashing their hp down, but go for pairs or triples to debuff their attack and defense and such. Couple that with some neat items to acquire after a fight as well as a nice escalation of challenge and it was a neat little adventure!

Elastiskalinjen responds:

Thank you! I know some parts needs better guidence so thanks for sticking with it!

Man, I really want to like this game, but at the moment, it's simply too janky and glitchy for me to have a good experience with it. The game does seem to have a lot of potential: I love the coop nature of the game, switching between the two characters and using their respective powers to solve puzzles or do cool team-up attacks and such, and I love that there are some neat bosses with multiple moves and phases to battle through. However, it was just confusing to play. I couldn't figure out how the buttons and moves for the characters work: for example despite the dog not having a wall clutch animation (a glitchy wall clutch animation) like the mouse, he can still wall jump off of his nose or something? Boss fights would just devolve into a weird mish-mash of objects appearing and disappearing, animations glitching and not looping properly, attacking and damage just happening with no reason or feedback, and many times it would look like the boss would die despite it being my health that was depleted, only for it to wait for a few awkward seconds until it respawns me and I have to do the fight again. I think there is some neat stuff in here somewhere but at the moment, it's just lost in a raw, undercooked mish-mash of weirdness. If you can fix this up, I'd love to see a remastered version of it!

Surprisingly great! The initial impression wasn't that great: graphics were clearly recycled assets I've seen used everywhere and the presentation was a bit bare-bones and lackluster. But I pressed on, and I'm glad I did, because the puzzles in this game were a lot of fun! Game had a very unique concept (though I have seen it used in some games like Toodee and Topdee) and it used it to great effect: slowly building up the challenge and mechanics bit-by-bit, explaining just enough that you get the gist, but allowing the player to connect the dots and have some incredible revelations. Like I say, some of the general elements like graphics, sound and music are lackluster, and the controls can be a bit wonky at times, which drags the game down a bit, but the game design here is very solid and impressive: would love to see it revitalized with some polish!

An odd experience, but certainly a unique experience! I was definitely lost when I started: was confusing why the umbrella was so much higher than where my mouse pointer was to the point where I thought I glitched the game, was confused why I had to hold the umbrella to where I wanted to go instead of above my character (wouldn't they want to hold it above themselves to block the rain?), wasn't able to figure out I could flip the umbrella till my second playthrough, and so on. Also there was a lot of oddities like the snail and player just clipping straight through cars (I understand you don't want to show anybody dying, but cmon, why even have it then?) So there was definitely a lot of confusion. But I mean hey, like I just said: I didn't drop it, rather I felt compelled to do a second playthrough. The game was weird and interesting enough, and the graphics and presentation were so charming and chill, I had to play it a second time just to see what else I could do in it, and it was interesting to figure out how to solve the mini quests like dumping water on the flaming hair and so on. So yeah, the confusion garnered from the minimalist presentation actually did lead to an interesting journey so...good job, uh, I think, haha!

Tarhack responds:

Thank you so much for your time and kindness to our experience, I'm glad you kept playing :) Have a lovely day~

Surprisingly addicting and smooth! It's a complex game and it took me a bit to get used to the controls and everything, but gosh, once you do I just had so much fun with this! It's just so fun to swoosh around the planet and crash into enemies by jumping into them (I didn't realize at first that you could just jump into them, I thought I needed to Mario jump on top of them, maybe change instruction wording to say 'crash into them' instead so its obvious?) while managing your resources: makes for a frantic fun time! It's not without it's problems: I didn't like how there were 4 different forms of currency to keep track of: the game is way too busy and there's no way to actually plant for certain flowers, so in the end I'd just mash buttons in menu to see if I could buy something. Feel like it might be more intuitive if there was just one currency, being flowers in general. Anyway, this is a really fantastically unique concept with some crazy gameplay that really sticked the landing for me!

Elastiskalinjen responds:

Thank you for such a review and I use that feedback when I create more games!

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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