00:00
00:00
FutureCopLGF

2,154 Game Reviews

749 w/ Responses

1 reviews is hidden due to your filters.

Nice, simple and funny! Love the animations for the characters, especially the flailing running animation. Not much to it as it's so short, but it's a fun little story that is built without words, just game mechanics: I have no idea why our character grows bigger, but I love the sudden realization you can have when you realize it and turn the tables. Always fun to see these experiments!

Pretty neat game! Very cute presentation and I like the concept of setting everything up in advance and watching all your clones go while the ghost just sits and watches with his following gaze, haha. I do like the intuitive HUD and controls with the timer and the time control fast-forward/rewind buttons, very nice: didn't even realize you had the map buttons and ability to reset or go to other loops, very very fancy! Despite being fun, I did feel like it was a bit of a drag at times: so much of it just felt like busy work, getting people to hold down buttons, step forward, realize you need someone to hold down another button now, buttons buttons buttons repeat ad nauseum, without anything really fancy or inventive except for a few occasions where you have to hold a button down but then step off it so the color comes back to form a platform. Would be nice to see some other tricky mechanics and such play into it, but perhaps I'm at fault because I was going for a brute force high loop run instead of a low loop run, which probably does get quite fancy with the way you need to plan it out. Unfortunately the game did crash on me right before victory! I was on like loop 21 or something and was in the final room, but right when I hit fast forward, bam, black screen! Not sure if it was a performance thing? Game did seem to be stuttering when I fast forwarded as the loops went on and on. Bit of a bummer, but I'm interested to revisit if I can trim those loops down since it's a cool game!

Edit: finally did it without crashing, 16 loops!

Another nice puzzler! A little confusing at first due to the player looking like a bullet themselves so you'd think you'd just launch yourself into the enemies, but the real mechanic became clear quickly, and soon enough, I was having fun trying to think through the levels in this new interesting way. Some of the other graphics apart from the character were also a little confusing, like the spiky looking blocks that you might think could hurt you, but are actually just fragile blocks that disappear after being shot. All in all, though, the levels were fun and had a good flow to them as they introduced more cool mechanics and neat designs!

Pretty awesome game! Really sweet and interesting story that both endears you to the characters in the world and gets you pumped to smash the system! Thought the game did a nice job at portraying the peaceful nature of the story in its gameplay mechanics, by, for example, only being able to stun bugs instead of killing them. Loved the whole mask system and the way you can slow down time to draw the sigils and the way it changes the music: felt so cool to get better and better at drawing them quickly and gave me a real Trauma Center/Castlevania Dawn of Sorrow vibe. Some parts of it were a little bit of a nuisance: if you jump on a bug and a bug is right next to them, you'll get hit by that bug despite the fact that you shouldn't have ever been in danger, the world is huge and locations can get a little samey without any significant landmarks to guide you, and I also felt like sometimes the game just went overboard a bit as I couldn't take two steps without being forced into drawing another sigil, haha, maybe a few more normal platforming parts could be needed.

DavidMarchand responds:

Thanks! Fair points all around. I saw you play this the other day! https://youtu.be/NNLQIwDowlg?t=17710 The whole team was really happy to see that. I'll eventually get around to fixing the typos you pointed out and maybe adding a blinking effect for when enemies are about to recover, since all of those are pretty easy changes.

Game does get pretty interesting once you get into it later on with the whole creation of stripes of null-space that you can shift through, but before that (and I'd say maybe even still after that) the game is kind of just a slog of slooooowly moving around a giant map that never changes in any significant way between levels to pick up tiny little jack-os. Game just gave me eye-strain with the constant flickering lights and the way too tiny jack-os and how everything is a shade of brown/orange so it all blends together. I hated finding ghosts as well because their little 'silent movie' pop-ups vibrated too fast for me. Sorry I'm sounding like such an oldie, haha. Was kind of silly that you could kill yourself with a null-space stripe and the game wouldn't acknowledge it: it'd just keep going until you manually restart yourself. Probably the most fun I had in the game, ironically, was when I used the stripe mechanic to quickly speed through the level: maybe the mechanic could be revived in a different genre from this scavenger hunt into a more speedy chase type game? Eh, maybe I'm just too much of an adrenaline junky and this wasn't my bag: very interesting ideas though!

Pretty decent: it is just tetris after all, but it is competently done with some new funny graphics and such! Silence is kind of drab: would love for some neat music and sound effects, especially since like half the fun of getting a tetris is to hear the jingle. Despite there not being a sound effect, I did like the satisfying explosive reaction you get when you clear multiple lines, so kudos there. I also felt like the last second grace period you get is too short: usually tetris allows you a good bit of wiggle room when you're right about to place down a block, especially when you're stacked near to the top, but this game barely had anything despite acknowledging it with the way it flashes the block: made it annoying to get some of those more complex moves where you jab in an L with a quick last-second rotation and such.

Hmm, it's an alright game, but for me, I'd argue that it took a little too long to build up to the good part. The later levels get pretty cool since it forces you to play fast and strategic, making good choices with the mines and angled shots and so on. But the early missions were way too simple to just point n click at enemies, agonizingly slow due to the slow movement of the tank, and drab, especially since we're the blue tank which doesn't pop-out as much as the orange tank against the background. Also the early levels were a bit confusing at introducing some aspects like using mines to blow up walls and such. Once you get into it, it can get good, but I just worry that a lot of people would drop it because of the slow start, so maybe speed it up a bit in some way!

Pretty fun slasher! As usual, you've got a knack for 8-bit graphics with a really smooth feel to the gameplay: loved slashing away and especially loved the look and feel of throwing the scythe boomerang! Good variation of enemies and some tough but fun wave patterns to deal with, and nice to see all the guts splatter about as you get farther and farther (though it does get a bit annoying when you get really far since everything starts to blend together in an all green sludge, but I assume that's intentional). Some confusing aspects of it: didn't even notice the health in the corner since it was so drab, maybe replace it with hearts (could be gory beating hearts to fit the theme) and the health was kinda confusing as I don't know how I was getting more, and it kinda didn't matter because there are those enemies that can just one hit kill you? Also thought the combo system was a little meh: it puts you on fire for just killing 2 people, when I feel like it should take a bit longer to prove you're really comboing, haha, and I wish it could continue to intensify the more you kill!

I haven't played Disc Room yet, but I don't think I need to, because this game is my jam! At first, I didn't like it too much: thought it had too many controls to juggle and it didn't explain enough about how to play (definitely didn't explain that you respawn with R, haha) and it was just odd to get used to doing double-duty, piloting both the person and the cannon. But boy, once I played it a bit more, I got in the zone and had a ton of fun! Seriously, once you get in a trance and you're able to pilot both the little guy and the cannon simultaneously, it feels great and is so fun to get skilled enough to do it! Would love to see this get polished up a bit more with some more instuctions and juice, like animating the roll a bit better and making the walls smoother so you don't get stuck, as well as maybe giving some more feedback: similar to how you have discs get bloody if they kill you, I'd love to see discs that take multiple hits go through stages of damage so you feel like you're making progress blasting them. Nice work!

Oh yeah, how could I forget: the music is dope as heck and really amplifies the experience (and nice touch on slowing it down on death)!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

Level:
19
Exp Points:
3,786 / 4,010
Exp Rank:
14,350
Vote Power:
6.09 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
43
B/P Bonus:
0%
Whistle:
Normal
Trophies:
11
Medals:
3,153
Supporter:
4y 9m 28d
Gear:
1