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FutureCopLGF

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Pretty neat game! Especially love the gorgeous presentation: the animation of the character and the background with its parallax and day/night transitions are very mesmerizing. Gameplay is simple, but fun to get through: felt good to get better at movement and learning little tricks. Interesting use of outlines around obstacles to help visibility (I wonder if this should always be on for easy/medium but not hard, or maybe graphics changed so obstacles stand out without them, or whatever). Only thing that hurts it for me at the moment was 1) it seems like the world is not randomized, which I feel hurts replayability a bit, and 2) there's no score tracking or anything when I wish there was so I can try and save Hanukkah even faster than last time.

KJScott responds:

Yup, the randomised layout reconsidered but I didn't have enough time to develop and put it in, I fully agree with you there. The same goes for score/time tracking. That one though should be relatively easy to implement, so i might take another look at this soon and see if i can't throw a best time in for each difficulty.

Definitely seems to be pretty solid and has a lot going for it, presentation-wise, and I do love a good beat-em-up, but at the moment it just felt a bit awkward to play. The character just felt incredibly stiff, slow, and frustrating to control: usually a punch comes out immediately when you press a button in these beat-em-ups, but here, it takes a long time. Air control was a bit weird as well where it felt like you were too committed to your initial arc or something. There's a parry system which seems cool, but enemies barely give telegraphs of when they are about to attack, so you end up just having to guess pretty much. There's a neat combo system, but I had no way of knowing what my combos were except for memorizing them, and when I bought combo extensions I didn't know what combos they affected and how. I really wanting to get some cool juggle combos going, or some cool defensive counters, but there's so much lag and recovery on my character, I couldn't cancel anything and it just left me feeling so slow, stifling my creativity. Levels were a bit drab as well, with them being incredibly short scenarios and enemies just lining up to get punched. Gameplay can end up feeling a bit tedious from this as well as other things, like the fact you can't hit enemies on the ground, instead having to wait for them to get up. Items are upgrades were weird as well: I unlocked blade mode, but it turned out I have to buy it again if I want to have it for another level? I think this game does have a lot of heart, though, and could end up being cool: hope you get a lot of feedback and I'd love to see more from this!

MagicWing responds:

thanks for feedback.
i will try my best to improve the game.
notice:you can hit enemies on ground after unlocked corresponding skills

Pretty neat arcade game: reminded me of games like Gyruss, Super Hexagon or Tempest 2000! Love the sleek minimalist presentation that still had a lot of cool and powerful feedback for good gamefeel. Was a little confusing to get used to the controls at first (and I still kept messing up left/right constantly) but it felt good to get skilled at everything. Game seemed to have some good design to it as well: for example, I liked how the spiky block enemies do not damage you when they spawn, with there being a grace period before they do so to avoid spawning on top of you for unfair insta-damage. I loved the music/color transitions between levels: always made it exciting to get farther and farther, especially to fight a boss!

Bloody charming game! The world was so fun to wander around in and interact with everything: I love a game where you can examine and talk with so many people and get so much flavor text, and this game had it by the truckload. There was just so many little things, from the psuedo Windows interface, the cool dance sessions, the text variety for showing emphasis (I gotta say the torn-up couch text is hard to read though, avoid that), all sorts of crazy characters to talk with, and cat puns, woo! Would love to see even more from this world.

Gotta say, though, having dance moves where you have to hit all 4 arrows at the same time is an odd design decision: it might not even be possible on some keyboards, so I would think it would be best removed.

It's a nice little game: good moral message, a large variety of interesting events and funny dialogue, and some charming graphics. I felt, overall, that it was a bit drab and dull, however. It just felt like days went on and on with just doing the same thing: allot hearts to tasks, pick food, click door, maybe get lucky and do a special event, repeat. Everything was just text, text, text. I think it would really help if there was some extra art and sounds peppered in to make it more exciting. For example, you could show some cute drawing for the events, like Santa with his snowmen, instead of just describing them with text. Also, maybe you could have some sound bites for when Santa is feeling sad or happy, and maybe have some more flavor text, quips between Elf and Santa, to make things more lively and sociable and show their progress. Also, instead of just making the present pile a percentage, I think it would be cool if the bag kept getting fuller and fuller with presents and such. Just need a lot of little things like that, I felt! Still, a cute wholesome game nonetheless.

Neat little game! Lots of interesting powers and puzzles, as well as charming visuals and sound make this a solid piece. Little confusing at the start: wasn't sure what the controls were so I had no idea I could attack or push boxes (since theres a weird delay before they actually get pushed): all I had was this weird door with an S on top and a down arrow to do something that didn't seem to reset the boxes. I also had to guess controls like how to switch between characters. Once I got going and learned everything, though, it got going good! Puzzles were tough, both in terms of their difficulty and unfortunately, in the confusing controls: whenever I pushed a stack of boxes, for example, I could never be sure whether I was just going to push a few in the stack or the entire stack. Boxes also ended up getting a little glitchy at times where you could stack em on top of another character and they could get stuck. Still, game was definitely interesting enough were I kept wanting to get through it!

Pretty fun game! Little confusing at the start since I wasn't sure how to throw goblins (I think it should just throw them in the direction you're facing when you let go of Z, instead of requiring you to hold a direction when you let go) and I didn't know how to get a wench back from a goblins grasp (maybe have a mash button icon pop-up above the struggle) but once I got going I had some good arcade fun! Felt good to get better and better and learn advanced strategies like setting up combos by slamming goblins into other goblins or making them red to use them as explosives against their own kind. Would love to see maybe a little bit of a story element with an intro and maybe an ending, nothing huge, just simple, but nonetheless the game was nicely done anyway.

Hmm, my initial impression of this game wasn't that great at the start. Don't get me wrong, I love the concept and everything and I think the gameplay is good once you get going. But it took me a long time to get used to it at first. The graphics are so gaudy and loud and you move so fast it's very difficult to tell what the hell is going on: I couldn't tell if I was invincible or being hit or where bullets were or where guns were on the floor because everything just got lost in this sea of glitchy graphics. Once my eyes adjusted to it as much as they could, I started having fun running and gunning, but it was still a bit frustrating as one slip and I could lose track of what's happening. If the graphics could just be cleaned up a bit more so things could be more readable, this game would be an absolute slam dunk for me!

MoeAnguish responds:

That's very fair. thanks for the review!

Pretty cool game! Has a lot of heart to it, the concept is neat and everything has a nice level of polish to it, especially with the escalation of challenges for each day. There are some frustrating aspects to it however. Throwing presents was very difficult because of the way it doesn't just drop it, but chucks it up firstly, adding a lot of unnatural time to the throw. That's fine, once you learn to roll with that, then you need to deal with your movement directing the angle of the throw. I can understand the logic behind making this a mechanic, since you think that it could help players direct shots a bit better, but I found it to be more of an annoyance than a help. In the later levels, where you need to move a lot to dodge things, I found myself constantly having my presents go off mark because they were being influenced by my movement. In the end, I wish the present throw was just consistent (but I can understand if this was done to make it more challenging, perhaps). Also, I found the laugh mechanic just a bit weird since it is so delayed from pressing the button: like a full second delay. Anyway, I still had a lot of fun despite my difficultes, so nice work.

KJScott responds:

That's good feedback, thank you. I had considered adding an option to enable/disable that mechanic. I'll add it to the drawing board again for a future update.

It's short and simple, but I liked this a lot! Told a very cute story as you go to all these places and try to puzzle together, without words, how to better their lives and help them coexist. Basically a really well-done point n click adventure! Had a lot of funny wacky humor as well with the solutions being somewhat logical, but always resolving in a way a bit different than I expected, haha. There are some confusing aspects to it, like me not realizing I could lower the hook by clicking and holding and dragging, but it was nevertheless fun and part of the charm to figure everything out. Nice work!

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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