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FutureCopLGF

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Hmm, I feel bad for judging it by comparison like this, but I didn't feel like this was as good as your other 'Basically...' outing with Call of Duty Warzone. With that one, it felt great since it served as an excellent meta encapsulation of the battle royale gameplay with funny presentation and jokes. This one, though, just seemed to recap a few scenes from the game word-for-word and didn't really add anything funny to them: it just recreated them and had you guys laughing at your own inside jokes, dragging it out. It didn't even get to the end of the game! I had a lot more fun with the fart version since it was fast and funny, but that was a bit too one-note. My ideal version of this would be something as fast-paced as the fart version, but with your own funny dialogue and jokes that provide a unique take on the game to let us see another side of it.

Solid puzzler! I knew I was really going to like this game just from the great way it started, where the start button doubled as a mini-tutorial by showing you building a link: excellent design! The game feels great to play with tiny little touches that serve to build some excitement and pizazz, like the way connections explode in sparks and shake the screen. My only complaint would be that I'd love to see the game get more and more advanced as it goes, (it does slightly by draining time faster, but its not apparent enough to cause excitement). All in all, though, I still like it as simple as it is since it serves as a great little puzzler where you race against time and go for a high score!

An incredible combination of a sokoban/warehouse management game with a charming food service game! I had a blast managing both the stock and the customers, and loved how you could get some skillful play by choosing to either carry or kick items depending on the situation. That said, I did find the scoring system and slot machine really weird: I busted my butt one level and got a B, and then another level busted my butt just as hard and got an S just because the slot machine gave me some kinda 5x multiplier bonus. I'd just get rid of the whole slot machine gimmick and just have a nice story where days get more and more intense as you go on. Also, I kinda wish there was a way to turn around while standing in place, and if you could kick items directly into the trash instead of just next to the trash. All in all, it felt so good to juggle everything and made for some really frentic fun!

Pretty fun game with an interesting design to it! While the intro went on for a bit too long, once I got into the game it was worth the wait: I liked how each wave had me scrambling to reassemble my fingers in an optimal way to handle the onslaught. In terms of complaints, the player sprite being so pixelated was odd and really an eyesore: bad side-effect of scaling something down and compressing it or something like that. Bombs were a bit frustrating to get around: not only do they have a weird delay where the warning disappears before they've hit the ground, but you can actually be hurt by them in mid-air. I think the game has a lot of potential to it and I would love to see it polished up and expanded on, with maybe a story mode where each wave has the showman throwing more and more obstacles to keep the crowd amping up, and maybe you're rewarded for milking it with last-second dodges like Burnout or what-have-you; sky's the limit!

Really nice game all-around! Has some great puzzle design with some smooth controls (which have nice bits of polish to them such as coyote jumping)! The graphics are great as well: while they are a bit too zoomed out and tiny at times, the player has some really great animation to it, especially with the jumps and the trailing scarf. I have to say, though, that it might be a bit too blue overall: when everything is a shade of blue and white it's easy for things to blend together and cause you to miss elements. For example, it's difficult to see buttons since they are already so tiny, but also blue. Still, once you get used to it, it's a fun little romp!

Pretty neat arcadey type game! I wasn't able to get too far in it, but nonetheless, the game had a good, smooth and polished feel to it all for all elements: graphics, music, sound, presentation, etc. There are some elements I wish the game explained better though: for example, I didn't realize it was possible at first, but the ability to air control your skull after a grapple with the arrow keys was a nice touch. Similarly, I had no idea there was a power-up to let you fight back: I thought the thing floating around was another enemy to avoid. I felt like most of the difficulty actually came from the grapple, not the enemies, as sometimes the grapple would send me in a direction I didn't expect, and more often than that, the grapple would send me way higher than I wanted, leading to me flying into enemies I didn't have time to react to. Still, all in all, a cool, fun, experience, just hampered slightly by the difficulty!

Game is a bit of a mixed bag for me. On one hand, it doesn't really look finished and is lacking a lot of polish and content to it. I mean, c'mon, you can only pick Jotaro? What about Dio! Jokes aside, there's only one level and it's quite plain, the camera is way too zoomed out generally, and the game moves way too fast at times with little depth to it. However, on the other side, the game actually does have some polish to it, with nice things like a sudden death mode to avoid people taking too long after someone dies, AI bots (so many multi games lack these), satisfying punches with hit-stop, and explosions with cinematic finishes and so on. Also, the simple controls and fast movement can, in a way, give it a nice fast-paced, simplified Dive Kick-esque feel to it all. Basically, I think the game could be a lot of fun if you keep at it: its very rough right now but there are signs of potential here.

Solid game once again! Reminds me a lot of DED GUY, and just like with that, I had a lot of fun with it. Some of the controls were a little confusing at first, particularly with the wall grab where you have to keep pressing a direction into a wall to hold on, instead of being able to let go when you're attached to slide down slowly (if you let go now you fall). Also, I kinda wish, in addition to the 3-stage timer, there was a circular bar or something around your character depleting letting you see more accurately how much time you have left till zero: it's not necessary, but it might help reduce frustration by letting the player more accurately see their remaining time so they can time their jumps (though I understand not being able to see this is part of the appeal and challenge). Anyway, those are just small nitpicks and possible improvements: as usual, my only real complaint is that I sucked this game dry, including all of the 'randomly difficult' levels, and I want more, more, more!

Pretty neat game: I was initially really skeptical of the whole 'cinematic' experience since that's not my jam, but I did like the whole lonely space ambience you built, both graphically, musically, and gameplay-wise with the whole zero-g floating movement, and the asteroids sending everything to pieces was a cool experience. After that, though, I ended up getting lost and couldn't figure out where to go: I thought the floating wrecked hallways were serving as a guide at first, but I ended up looping back to my bed so, yeah, I got lost. I would've kept going to figure out the end, but I got frustrated because of the way you take damage: it seems like the game doesn't factor in speed at all, but just hurts if you slightly touch whatever constitutes a 'damaging debris', which was a let-down. I would've loved if there was some tension where, for example, you're leaking air so you need to go fast, but you need to be careful not to go too fast and bump into stuff. Felt like a missed potential gameplay element there. Anyway, the snails were cute.

Hahaha, I was wondering why it was so hard, until I got to the end after two levels: I guess when you only have that much, you gotta make it even harder to stretch it out! Anyway, this was a pretty cool experience: a hard as heck challenge with nice graphics, sound, music and presentation overall. It did kinda feel like it threw you to the lions immediately without even a warmup, and some of the things like enemies that explode and shower you with damaging projectiles were overly harsh, but for me, I enjoyed the challenge. I gotta say, though, that the jumping controls were really frustrating: I know its Castlevania to make it so that you have no mid-air control, but when you combine this with the really tight challenges you've built and the fact that the character has this awkward squat-delay before they actually jump, it just really didn't feel fair and good to play at times. Anyway, it's a nice little game that I'd like to see expanded (as long as the movement is a bit more smoother)!

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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