00:00
00:00
FutureCopLGF

2,201 Game Reviews

766 w/ Responses

1 reviews is hidden due to your filters.

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)!

Surprisingly pretty fun! It's a simple game, but something about the smooth, snappy movement with the way the ball zips to each hoop and the hypnotic way the hoops grow and shrink, I found myself getting into a trance, unfocusing my eyes to take in the whole board and keep that combo going! Love playing on the expert board where they are practically no safe spots and you just need to keep your eyes open to look for the paths in a constantly shifting world! It's already pretty solid, but with some extra juice to make it even more exciting, like rising pitch-shifted sounds as you get higher and higher combos and some explosive fx, this really could be something great as I think the core game is already there and fun!

Hmm, between two minds on this game! On one hand, it's a very cute game, and it is kinda fun and challenging to puzzle out the ideal route since you need to compensate for your turns in advance. But on the other hand, the controls were quite difficult any annoying to get used to at times: there were a lot of turns where I was just stuck and I wasn't sure if it was the games fault or if I was just confused on what the heck to do. While most of the time the turns were smooth and nice, other times the turns just felt clunky, and also the teleport was unreliable on how far it'd send you back, and sometimes it'd spawn me inside a cloud block for some reason! Feels like the teleport was maybe just a cheat, an easy way out of not fully designing the movement properly: for example, the turning might've benefited from other aspects being redone to compensate, like zooming out the camera to give you more room to compensate, or being able to shift half-way to do an s-curve and such. Basically, a mixed bag, but a very interesting experiment!

aeveis responds:

Thanks for the feedback, some good observations there!

Cute little game! Very cute and charming with the goofy art and sounds, and it's very intuitive with the simple instructions and the way the wolves preview their angle of approach and bark to signal they're coming in. Very fun to move the sheep around and try to go for a high score: my best was 14! Would love it if the timer and score pop-ups also had the same handdrawn font to keep everything consistent instead of using the system font, but I understand.

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:
3,850 / 4,010
Exp Rank:
14,116
Vote Power:
6.10 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
43
B/P Bonus:
0%
Whistle:
Normal
Trophies:
11
Medals:
3,233
Supporter:
4y 10m 18d
Gear:
1