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FutureCopLGF

2,201 Game Reviews

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Decent puzzler! Felt like it had a good escalation of difficulty and interesting mechanics: perhaps a bit too slow at the start, but I enjoyed my time with it! Not sure of the whole moving houses concept: of all the things I feel could work for a puzzler like this where you move on tiles, moving...houses...was the last one I'd think of (I suppose it's unique in that respect). I felt like some of the visual instructions were actually a bit confusing: could benefit from some additional text, perhaps, to help explain further, but the game did seem intuitive enough that it wasn't quite necessary (well, I say that, but I did get stuck eventually and have no idea how to proceed, there must be something I'm missing with the virus and weird target/crosshair that follows a virused house). Bit of a bummer that there doesn't seem to be any level select or saving for a game like this: was hoping to come back to it but I'm not sure without it.

Pretty neat game, but it took too long to get good for my impatient self, haha! The game started out well with a very intriguing phone call intro that set everything up and really whet my appetite for spooky times...and then instead of just starting at the house, it puts you at the police station where it has these goofballs just repeat everything you've already heard multiple times over for no reason with no way to skip it or make the text go faster. Kinda killed the mood for me: felt like the game shoulda just started right at the door of the house when you split up with the sheriff. But enough of my whining: the game did have such a good presentation overall and seemed like a nice scavenger hunt thingy with nice flavor text interactables that I was patient enough to get to the real meat of the game, which was nice (though I haven't made it all the way through yet, I'm such a scaredycat, I get spooked at the transitions between doors)

Not too shabby! I was a bit bummed out that it didn't seem to escalate into anything huge as it went, such as in allowing escalating combo multipliers, or new enemies/obstacles, but take that as a compliment that I enjoyed the core feel of the game as I air-comboed the heck outta these flying heads so much that I just wanted more, more, more! The game did have some nice touches like taking away the rooftops after a point so you're forced to air-combo with the best of them. It's definitely a little lacking in lasting appeal for now, but if this is just an early experiment into games for you, I'm looking forward to seeing what you create next!

Short and cute little game! I have no idea what this whole 'demystifying' business is, but the gameplay perfectly encapsulates cat behavior in a nutshell. Some of the gameplay was a bit confusing and frustrating: I don't know what the purpose of the poke move is against the superior hit move (other than the poke move looking cute) and sometimes the platforms would be a bit frustrating to determine where I should land and such. Also, I wish there was a visual representation of your combo timer so you could see how long you have left: felt like it was way shorter than I would expect. But anyway, the only real issue I had with the game was that it was so short! Would love to maybe see some levels, maybe with destruction quotas, or maybe different modes, like you need to scale a giant tree to reach the star on top (to knock it off, of course) and avoid hands that try to pull you away from the tree, etc. But anyway, it was still a nice fun little time!

Hmm, I liked the concept and was interested to see where it would go, but I don't feel it escalated in any interesting way fast enough to keep my attention. So many of the early levels felt like they were repeating the same type of puzzle over and over without adding anything fancy or increasing the difficulty: in fact, some of them went backwards in complexity. A lot of the time, actually, I overcomplicated the puzzle myself, thinking they would be harder than they were, until I was surprised how easy the actual solution was, haha. Also, some of the physics were a bit janky and led to weird design and glitches: for example, there was a puzzle where you need to push the nodes over bridges that you stop in an ideal place by cutting the power. I at first tried moving the nodes over the bridges while they were moving, and it seemed possible to do so as a solution, if not for my character's physics glitching out as I tried to move the node on the moving platform. Just felt a bit unfair and unintuitive that the ideal solution, which was to stop the platforms, was only the ideal solution because the game wasn't built well enough in its physics to allow the other solution. It's fine if there's only one solution, but there should be a more intuitive way for that to be the case. Anyway, it's certainly a neat concept of a game that I'd like to see more of, but I don't feel like I got enough here, or that it did enough early on to keep attention.

An alright game for a few laughs! Little bit overly simple without much to it, but it's nevertheless quite explosive and kinetic with its animated presentation and has a fun little loop that escalates quickly, making it frantic and exciting to watch all the chaos happen! Little bit weird and glitchy though: I dunno why it's called hight score instead of high score, and it's not even saving my high score despite multiple attempts (it does save the hard score though?) (oh ok, now it's saving my hight score? weird, it wasn't before...huh)

Starryman responds:

thanks for letting me know! for some reason i always mistake high with hight, my english is not very well, but i will fix this definitely fix this errors

Game keeps saying I'm ninjamuffin99, I think it's bugged. Unless...am I ninjamuffin99? Oh god...

Anyway, funny, goofy little game! Part of me was kinda like, eh, this is a bit too inside-jokey for my tastes, I dunno if this is something you post publicly instead of just privately sending directly to ninjamuffin, but hey, this is Newgrounds, so why not, haha! Was still plenty of enjoyable parts of it, I think, even if you are outside of the loop, what with the monkey sounds and cuckery: oh you crazy kids nowadays!

Also why is the title Newground High instead of Newgrounds High as it is everywhere else aughhh

Pretty impressive and fun! I have to admit, part of me isn't sure if I should rate this high because, as much as I like it, it is just Doom and that already exists and was made by someone else, so I'm not sure where the credit is due, if that makes any sense. Haha, I'm definitely overthinking it, but yes, it was very impressive to see this in Pico-8 and I had a lot of fun blasting my way through the all-new custom levels. I did have some frustrating aspects with it: the shotgun felt very weak and inaccurate compared to the original, a lot of my shots would just disappear for no reason, and it felt like the hitscan zombies would open fire too fast occassionally. Also, felt like the levels were a bit too corridor-y and maze-like at times: would love to see more variation quicker if it's possible! Still, very nice work!

Goofy little experience! Charming visuals and a funny loop that I found myself getting addicted to. I know this is gonna sound stupid, but I gotta say, I was a little confused on the story. For example, who the characters were and such: I wasn't sure if it was just two dudes, or if the tech dude was supposed to symbolize Flash itself leaving or whatever. I could understand the characters reminiscing about Flash and such, but I'm not sure for what reason they were complimenting each other and such: just feels like two stories getting criss-crossed in a way where Flash almost feels like a last-minute addition and isn't even necessarily for this story in the first place. Well, it was all goofy and fun in the end and I rode the vibes anyway, so I think I'm just overthinking it: definitely a special moment that just kinda sucks you into its loop, haha!

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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