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FutureCopLGF

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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!

Bit weird to figure out the mechanics to this game at the start, but once I did, I actually had a blast combo-kicking enemies into the sky and then flying around (good work at having those tutorial holograms around inside the levels, felt like they explained it better than the tutorial practice room)! Certainly a very unique and interesting concept for both combat and traversal, and very fun to style around with! Once I got used to it, it felt pretty cool to race through levels, keeping the momentum up while looking damn cool, though I still did suffer some issues. Despite feeling like I got the hang of it, there were still times where I though I was going to hover after a combo but it didn't happen (or there were times where I hovered but I didn't want to, and I ended up getting hit because it kept me hovering). Also, I hated the first boss: I kept trying to lure him into the volcano but it felt like it was just up to randomness on whether the boss would lunge at me when the volcano was actually erupting. Please, please change it so that the volcano is just constantly erupting there, haha! The second boss was so much better in how you would control it directly by kicking up the spike ball to it!

HealliesGames responds:

I was contemplating about that.
When I tried to speedrun the game, the first boss seemed the major obstacle due the randomness of alignment.

Updated it, thank you.

Hmm, bit of a mixed-bag with this one. On one hand, it doesn't have a good first impression with a very ugly-looking thumbnail/title screen. Also, it's a bit confusing to figure out how the game works at the start with no instruction or anything. I gotta say though, once you actually get into the game, it is actually a bit fun to roll around crashing into things, setting up combos and such! However, unfortunately the fun didn't last too long as I suffered a lot of glitches: pirates getting stuck in geometry so I couldn't kill them which blocked me from beating the level, music would randomly stop playing, the intro sound effect for each level is ear-screeching loud, and so on. I think the game does have a certain charm to it with the unique clay graphics and the like: if everything else was polished up it could be a solid game, but at the moment, it's a bit too clunky for me.

I was really worried about this one: I have a big time grudge with chess and I thought that maybe I'd find the concept of a chess puzzler too annoying to go through. Surprisingly, I actually felt like this might've been one of your more engaging concepts yet! So many interesting puzzle designs, level after level! I do have some minor complaints though: for a mouse-controlled game, I would much prefer if interactable elements, such as the UI buttons and the chess pieces would animate when you hover over them to show they are interactable, y'know, grow or wiggle or highlight and such. Without that, it's a bit confusing to figure out how the game works initially. Anyway, I had a lot of fun with this one: nothing beat going through level after level just to hear that satisfying *snap* when you knock the enemy piece away!

Rob1221 responds:

There is a highlight effect for the buttons, but I have that disabled on mobile by checking for touch support. I guess you're using a touch-supported PC then?

Game seems to have a lot of potential and charm, but at the moment I found it a bit lacking and got bored quickly. I'm sure a lot of people will appreciate the big world and all the people you can talk to and the quests they give out, but for me, it felt a bit too overwhelming and directionless. I just wasn't sure if there was some sort of bigger goal I was supposed to be going for, or some sort of trick to help figure out where to go or where you can catch certain fish. Without that, it just felt like all I could do was wander around and hope I randomly catch the fish someone wants. At the very least, It'd be nice if, say, I found a quest to catch an angelfish, if I could look into the almanac and figure out where angelfish like to roam, or say like whether its a freshwater or saltwater fish, and then maybe cross-reference with a map to try and find a spot to fish for it. Unfortunately, without anything like that, the chillness of the game didn't last long and I ended up losing interest. Still, a good attempt.

Decent game, but a bit awkward to get used to! At its core, it's very nice: going through levels, punching the crap out of enemies, jumping over obstacles, and fighting interesting bosses. I did have a lot of fun with this, but there was a lot of confusion. For example, I found it really confusing that the knife/axe/torch weapons were used by punching, instead of having their own dedicated button, and that you need to select the fist in order not to waste ammo. As good as the punch animation looked, it was a bit annoying to get used to the fact that the punch doesn't come out instantly, as the delay meant I found up taking a lot of unnecessary damage. Level geometry was really awkward at times as well, and the fact that you can't even punch the first boss was a real let-down (luckily you can punch the second boss, that was a lot better)! Anyway, all of these complaints are nothing compared to my final complaint: you didn't give the player a manly victory pose when he beats a boss! C'mon man, rip that shirt off, you already had the sprite in the intro cutscene! But in all seriousness, it's a decent game, albeit a little clunky in my impression.

Harlemblack responds:

Thank you for the thorough review. I keep it simple to include only three action buttons. On the odd levels, it is not a boss actually, more like an avoidance challenge. Haha yea good idea about the victory pose. For the next project, I guess. Cheers!

Pretty nice game! Definitely has that milkbar professionalism to it with an overall great presentation through graphics, music, sound and gameplay, and a general sense of polish with tons of little touches like a health bar that animates with different expressions to represent your status. Didn't have too many issues, other than occasionally the controls acting a bit odd: there were times where I could turn despite holding down the shoot button, and also times where I tried to turn and shoot and the game kept me facing the way I was first instead of where I turned to. If I were to have some big complaints, it might be that the game wasn't necessarily anything crazy or unique: it was certainly polished and well-done, but it did feel very basic (if possible, take this as a compliment that I think you can do so much more!) The overwhelming ho-hum feeling wasn't helped by the fact that it felt like the levels dragged on a bit too long at times: felt like they could've easily been chopped in half to keep the pace up. Some enemies were a bit annoying as well, such as the clam which you can to wait to be able to attack and the guys throwing tiny pitchforks that blend into the dark background. I think it's a pretty decent game, but for me it feels like maybe you took a good game and unnecessarily stretched it thin to artificially inflate the game time, resulting in a worse experience that overstays its welcome: I'd prefer a more short and sweet experience! Still, good job nonetheless.

Nice little chill game! Not much for me to say, personally, as I'm not the intended audience (more of an action game guy), but nevertheless it was a charming game due to the interesting concept and very cool graphical design! While it does make a great first impression and it is fun to see what profiles you can get and laugh at the little jokes, it still felt rather shallow and lost its appeal quickly for me: could stand to have more interesting fishing mechanics or maybe some sort of story direction to go for to create more incentive to continue.

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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