00:00
00:00
FutureCopLGF

2,227 Game Reviews

776 w/ Responses

1 reviews is hidden due to your filters.

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!

Well, I'm absolutely late to the party so my review probably don't meet squat, but looking at the remnants of the place, it looks like everyone had a good time and there was a lot of cool stuff made! Shame about some of the stuff like the dance floor never getting finalized (unless maybe it did but the time travel mechanics didn't work for me or something, I started on December 1st when I loaded it up today, and then it jumped me to January 1st after reloading). There was some slight glitchiness here and there but nothing major, just stuff like presents showing the picture preview without me even opening the present yet. Cool stuff as usual, and I love seeing these collabs!

midgetsausage responds:

sorry for the late reply but brandy was busy kissing george in the last day so they had to rush that dance floor

I'm not one for dress-up games, but this one is pretty cute! Definitely a lot of juice in this game: everything is so lively with the way objects pop as you pick them up and place them down. Pleased to see the sheer amount of variety and functionality as well, tons of costumes and backgrounds with the ability to isolate the character for a shot. Was hoping for the ability to manipulate object layers like some dress-ups do, but it's all good. Might also help, since some costumes are just so built to match certain contours, if they would just snap into position instead of it being free-form.

Hmm, game has some ups and downs. For example, the title screen logo is very impressive, but the rest of the HUD elements such as the credits, score display, and so on are very bland hard-to-read text: could use a bit more stylization or outlines to add a little bit of a professional touch. Graphics seemed a bit haphazard as well with the coins and mines looking good, but the actual platforms looking like a sprite that's been awkwardly stretched/resized. The gameplay is quite basic, nothing to write home about, but it's functional: was confused on why I would die when I didn't land on a platforms, and why I couldn't recover from death by landing on one during my death fall (feels a bit unfair to not be able to). Controls were a bit confusing at first with me not realizing I had to click the sides of my screen with the mouse (thought I could just click to the left or right of my character to move in that direction) so I switched to keyboard which worked better. Seems like an alright idea, but I think it's just missing a lot of spice and something special to make it really stand-out from others.

GoodL responds:

Thanks! I always appreciate your feedback, and honestly since you reviewed World War Wizards a year ago I've always kept what you said in mind while working on new games. I really do appreciate it! I totally agree with what you're saying on the text, it's absolutely true that I didn't put in a whole lot of effort there, other than the title screen text, and doing so definitely could have applied that extra polish. It does look a bit... unfinished I suppose.

As for the mouse movement, Construct defaults "touch" inputs with with mouse pointer inputs. I never intended anyone to play this game with a mouse. I suppose I could have disabled that from even being possible.

You are not wrong that the platform sprites are a bit awkwardly stretched. Despite doing this game in pixel art, I didn't actually use "true" 1x1 pixel art when it game to putting the assets I drew in game. I'll keep that in mind next time. It's something I usually like to do, but I guess I was slackin'.

Lastly, in my mind it made sense that if you didn't land on every platform then you'd be "falling too fast" so you would "take too much fall damage from landing on a platform after missing one." But I do realize that that isn't exactly cohesive with the fact that the fall speed increases over time. Honestly I was hoping to hand wave that away with "video game logic." lol

Thanks again, and happy new year!

Boy was I lost when starting this game, haha! Glad I was able to eventually find the 'How to Play' menu button: maybe make that pop-up automatically when you start a new game, because boy, I can't see anyone figuring this out without it! Gotta say though, even with the help, I was still lost for a good long time: I wasn't aware, for example, that planets could export their product without fulfilling what they need imported first (for example, I thought a mining planet would need people going to it so as to work the mine in the first place, so no ore could come out). Also just seemed to be overly frustrating: so many probes uncovering empty planets or planets I don't need, everything I needed was too far apart from others, and so on. I know it all sounds bad, but I'll admit, though, once my first run ended and I realized more how everything worked and that runs were short to get a score, I was actually quite eager to get back in and try again! Definitely an ambitious game that has a lot of nice little touches to it and cool juicy graphics: maybe a little more help with the onboarding process in terms of explaining goals/score and basic gameplay, and from there, it should be great as-is!

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:
3,900 / 4,010
Exp Rank:
13,962
Vote Power:
6.11 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
43
B/P Bonus:
0%
Whistle:
Normal
Trophies:
11
Medals:
3,280
Supporter:
4y 11m 19d
Gear:
1