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FutureCopLGF

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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!

Another solid puzzler! Once again, it's simple, but it was very addictively fun, especially since it was one of the more action-orientated ones with the platforming (not that there is anything wrong with your tile-based puzzles, just saying it's fresh to see so any varieties of game). Concept was also so intuitive and well-communicated and was just cool to coordinate the characters as they each had their respective abilities. Was surprised to see that standing atop each other was never a puzzle element (well, maybe it is, I haven't beaten it yet) but nevertheless I was not disappointed because the game had lots of other little mechanics to continue to escalate the challenge in fun ways!

Hmm, at it's heart I think it's a pretty cool game. The concept and aesthetic are very cool and delivered nicely with the presentation and graphics. The very act of flipping cards and such actually feels good due to the nice interactions and animations. The onboarding process was horrific though: I know it's a game rigged by vampires, so it makes sense they're trying to trap you, but still, a tutorial or more tips would help. It does give you some tips by hovering over things, which was very nice, but the basic rules weren't explained at all. I was kind of able to eventually piece together that it's a minesweeper type game, but that was after loads of initial frustration and confusion, and I still don't feel like I fully understand how it works. I understand the instructions are in the description, but I feel like the game should be a bit more intuitive and explain in-game, especially since there are a lot of mechanics, like pass, which you can totally miss out on. Still, very well put-together nonetheless.

Hmm, it's light-hearted and goofy and memey, which I can appreciate, but the gameplay just seemed a bit too weird for me. The physics of movement, especially jumping, as well as object collisions were way out of whack and felt very unintuitive. Gameplay mechanics were odd as well: dunno why chairs were hurting me (when rats don't, of all things), don't see what swinging pendulums have to do with quarantine, and the graphics were so messy it was difficult to tell what was what and there was no way to move the camera that I had to make a lot of blind jumps into death. With some polishing up I think it could be nice and funny, but at moment it just felt a bit too weird to actually control and play.

Was actually pleasantly surprised with this one so far! I haven't made it that far, but considering I don't know much about the whole Medieval Cop saga, I was impressed that I was able to grasp the gist of the plot and the characters so readily! I also like how it got to gameplay segments quickly with some actually fun and interesting puzzles, as it meant I had more chances to save and play rather than listening to long exposition. A very nice start and a definite improvement, I think!

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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