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FutureCopLGF

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Hmm, my initial impression of this game wasn't that great at the start. Don't get me wrong, I love the concept and everything and I think the gameplay is good once you get going. But it took me a long time to get used to it at first. The graphics are so gaudy and loud and you move so fast it's very difficult to tell what the hell is going on: I couldn't tell if I was invincible or being hit or where bullets were or where guns were on the floor because everything just got lost in this sea of glitchy graphics. Once my eyes adjusted to it as much as they could, I started having fun running and gunning, but it was still a bit frustrating as one slip and I could lose track of what's happening. If the graphics could just be cleaned up a bit more so things could be more readable, this game would be an absolute slam dunk for me!

MoeAnguish responds:

That's very fair. thanks for the review!

Pretty cool game! Has a lot of heart to it, the concept is neat and everything has a nice level of polish to it, especially with the escalation of challenges for each day. There are some frustrating aspects to it however. Throwing presents was very difficult because of the way it doesn't just drop it, but chucks it up firstly, adding a lot of unnatural time to the throw. That's fine, once you learn to roll with that, then you need to deal with your movement directing the angle of the throw. I can understand the logic behind making this a mechanic, since you think that it could help players direct shots a bit better, but I found it to be more of an annoyance than a help. In the later levels, where you need to move a lot to dodge things, I found myself constantly having my presents go off mark because they were being influenced by my movement. In the end, I wish the present throw was just consistent (but I can understand if this was done to make it more challenging, perhaps). Also, I found the laugh mechanic just a bit weird since it is so delayed from pressing the button: like a full second delay. Anyway, I still had a lot of fun despite my difficultes, so nice work.

KJScott responds:

That's good feedback, thank you. I had considered adding an option to enable/disable that mechanic. I'll add it to the drawing board again for a future update.

It's short and simple, but I liked this a lot! Told a very cute story as you go to all these places and try to puzzle together, without words, how to better their lives and help them coexist. Basically a really well-done point n click adventure! Had a lot of funny wacky humor as well with the solutions being somewhat logical, but always resolving in a way a bit different than I expected, haha. There are some confusing aspects to it, like me not realizing I could lower the hook by clicking and holding and dragging, but it was nevertheless fun and part of the charm to figure everything out. Nice work!

Another solid puzzler! Once again, it's simple, but it was very addictively fun, especially since it was one of the more action-orientated ones with the platforming (not that there is anything wrong with your tile-based puzzles, just saying it's fresh to see so any varieties of game). Concept was also so intuitive and well-communicated and was just cool to coordinate the characters as they each had their respective abilities. Was surprised to see that standing atop each other was never a puzzle element (well, maybe it is, I haven't beaten it yet) but nevertheless I was not disappointed because the game had lots of other little mechanics to continue to escalate the challenge in fun ways!

Hmm, at it's heart I think it's a pretty cool game. The concept and aesthetic are very cool and delivered nicely with the presentation and graphics. The very act of flipping cards and such actually feels good due to the nice interactions and animations. The onboarding process was horrific though: I know it's a game rigged by vampires, so it makes sense they're trying to trap you, but still, a tutorial or more tips would help. It does give you some tips by hovering over things, which was very nice, but the basic rules weren't explained at all. I was kind of able to eventually piece together that it's a minesweeper type game, but that was after loads of initial frustration and confusion, and I still don't feel like I fully understand how it works. I understand the instructions are in the description, but I feel like the game should be a bit more intuitive and explain in-game, especially since there are a lot of mechanics, like pass, which you can totally miss out on. Still, very well put-together nonetheless.

Hmm, it's light-hearted and goofy and memey, which I can appreciate, but the gameplay just seemed a bit too weird for me. The physics of movement, especially jumping, as well as object collisions were way out of whack and felt very unintuitive. Gameplay mechanics were odd as well: dunno why chairs were hurting me (when rats don't, of all things), don't see what swinging pendulums have to do with quarantine, and the graphics were so messy it was difficult to tell what was what and there was no way to move the camera that I had to make a lot of blind jumps into death. With some polishing up I think it could be nice and funny, but at moment it just felt a bit too weird to actually control and play.

Was actually pleasantly surprised with this one so far! I haven't made it that far, but considering I don't know much about the whole Medieval Cop saga, I was impressed that I was able to grasp the gist of the plot and the characters so readily! I also like how it got to gameplay segments quickly with some actually fun and interesting puzzles, as it meant I had more chances to save and play rather than listening to long exposition. A very nice start and a definite improvement, I think!

Pretty neat Phoenix Wright clone! Seems to have a lot of goofiness to it which I enjoyed, and it cut to the chase quickly to get you in gameplay which was nice for an impatient person for me (though I would've loved if there was more flavor text in things I could examine within the environment). The characters were nice and goofy, though I'd argue maybe it's a bit too similar at times to Phoenix Wright instead of doing its own thing. It was a little clunky for me at the start: I felt like the reveal about Halloween would've been great if I actually came to that conclusion somehow, either by selecting an option or using evidence, but instead the game did everything for me. I guess I can chalk that up to it being a tutorial, since it got a bit better in the next witness testimony where I had to use the appropriate evidence. I haven't gotten very far but I am having fun. I'm hoping to kind of embraces its own thing about exploring a world of anime genres as right now it just feels very much like a clone, which while good, can't last me too long.

Bit of a mixed bag. On one hand, the game has a lot of heart to it and puts it best foot forward with some incredible presentation through graphics, music and sound. The levels you travel through are very animated and I do like how the scenery keeps progressing as you speed up more and more. On the other hand, however, the gameplay was a little lackluster and also confusing. There were no button prompts or tutorial in the beginning so I was hopelessly lost: I didn't even know I could attack and dodge so I was getting stuck, walled-into unwinnable situations until I figured that out. The attack and dodge were very confusing as well: the attack move looks like a dodge and the dodge move looks like an attack, and as concepts it felt like they kind of go against the heart of the game which I think is funnest when just moving around, narrowly avoiding obstacles (maybe you should just have an attack, no dodge since moving dodges for you?) Hitboxes were a bit clunky as well, or that there's a delay to them: there would be times where I swear I hit the attack/dodge/or moved out of the way just in time only for it to count as a hit. I dunno, for a game all about speed, I never felt like I really got into the flow of it. Would also be nice if there were scores to go for or more content to reach. Would love to see it reworked to operate a bit more smoothly though, as I think there's a lot of heart in this!

Pretty interesting puzzler! I was a little underwhelmed at the start: seemed like a bog-standard puzzler with some asset pack graphics and some lazy designs (for example, pushing a slime or a box into water just creates a stone tile instead of a box tile or slime tile), but I have to admit I ended up getting quite addicted to it in the end as it picked up in the later levels! There ended up being a lot of interesting mechanics that, while a bit confusing (using potions to pick up items) nevertheless created some interesting brain-teasers, like the one where you push your own corpse from a previous life. Nice work!

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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