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FutureCopLGF

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Very solid game! It's simple with not much to it, unfortunately, but what's there felt very polished and satisfying to play! Just running around and slamming the disks into the portal was quite fun thanks to the fluid animation, and I found myself easily getting addicted to it. Interesting design decision to offset the annoyance of the level up ability pop-up by giving the player invincibility during. It's all well and good, my only real complaint would be that I don't like how fast it respawns you after death: I would prefer that it sit at the death screen with your corpse for a bit more to wait for you to confirm with another button press when you want to restart. Nice job on this, as I love some solid arcade fun!

OVERBOY responds:

Thank you for taking the time to write this detailed and kind review !

Pretty neat Sonic/Sparkster style gameplay with its own really weird aesthetic to it! While I sometimes felt the intentional glitchy aesthetic hurt the experience since it made it a bit confusing to tell what was happening exactly, it was funny and I got the gist close enough, I believe. Certainly had a lot of fun using the various movement abilities in tandem with the attacks to create some fun traversal of the world: feedback felt good and everything was overall smooth and interesting, so kudos on that!

Definitely had some weird stuff to it though (and I'm not just talking about the weird dialogue, haha). I don't know why you have to press a separate button to speed up the text than the button to advance the text: I feel it's more standard to have both of those functions on the same button. For me personally, I felt it would be more natural to have midair attacks send you in the direction of the attack instead of in the opposite direction: I mean, you already have it so that attacking to the right in midair sends you to the right and left to the left, so why does attacking up in midair send you down, and down send you up? Speaking of those, I dunno why the midair attacks only bounce you in a direction once instead of whenever you attack: seems confusing to keep track of when you replenish. I'd prefer to have to press the jump button along with holding down to let go of a hanging pole, rather than just pressing down. I also felt like the game was a bit too zippy and glitchy for its own good at times, and also the shield button felt confusing and/or unnecessary to the experience.

Anyway, nice work!

Yeah, not too shabby Lemmings clone! It didn't leave me starstruck or anything, but everything in this game seemed very decently put-together, and the levels were fun and had a nice sense of tutorialization and progression in difficulty. I actually wish there were even more levels to it with more mechanics to work through: I could see it getting really interesting!

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!

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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