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FutureCopLGF

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Pretty ambitious and impressive to get all of this setup! Unfortunately it was just a confusing experience for me, both because there was barely any way to learn what the heck to do in the game and because the online experience seemed pretty glitchy (countdown timers getting stuck in an infinite loop that goes into the negatives, people not voting and not knowing what to do and pressing buttons and such randomly, the game keeps putting me into chat mode when I'm trying to move around, etc). But I suppose I'm not the intended audience as I've never played either Disc Room or Among Us, so I was totally lost as the game didn't provide much instruction since it assumed you already knew how the game worked. Still, I think I started to understand how everything works after awhile (maybe) and did have some fun and I think it does have a lot of potential: just maybe needs to slow down a bit!

keybol responds:

Yeah I have presumed players have idea on how to play Among Us and other social deduction games. The instructions aren't clear also for both teams, which items go where and how traitors will actually win. Though with games like these, I feel part of the game is to try the game many times to actually understand it (the same is said by Secret Hitler designer in his GDC talk).

Pretty cool game! Definitely is very professionally crafted and oozes charm from every aspect. Love all the art, characters, the menus with their highlights and pop-ups, and...and everything, everything! Gameplay was solid as well, though I would argue that most of the enemies felt very unchallenging while also being very spongy, so it kinda turns into a slog that makes replaying not as appealing as it could be, since it just takes so much time (maybe it's because I was playing as the trucker, maybe the handgun is just too weak?). Would love to see the ability to hover over the weapons/items in your inventory to see what they are: sometimes I'd pick up an item too fast to see what the pop-up description said. Also would be nice if it prevented you from wasting a gun by picking up another one without confirming whether you want to discard (or i'd be nice if the previous gun would drop to the floor instead of poofing away). I wasn't sure what was going on with the psycho that chases you: he's not really a threat as he can easily be danced around, and I was shooting him for a good chunk of time without him dying, so long I thought he was invincible, I dunno, I guess he's kinda supposed to be a Spelunky ghost or something when you're taking too long? Wasn't sure what was going on. Anyway, still solid overall and good to see another cool game from you lads!

This was a bit of an odd duck for me! On one hand, I think it looks great and is a really interesting concept! Presentation is great with the wibbly-wobbly letters, the menus, the transitions, the pop-ups and the HUD and so on all looking great! Gameplay is pretty solid as well: it took me a bit too get used to it and to use the dash more often, but once I did, I was making good progress and it was neat to get a gunwyrm going with all sorts of guns and abilities. But on the other hand, I don't feel like I had as much fun as I should? There were a lot of confusing aspects of the game: there aren't any cool effects when you dash like glowing or turning blue or blurry to let you know you're invincible; while there is a 'ding' that lets you know when your dash is ready there's no bar that fills up to let you know dash is on cool down in the first place (nor is there an error sound if you try to dash without it being ready yet) leading me to thinking my dash was malfunctioning; and there was a lack of feedback in general. It just didn't feel satisfying for some reason: enemies die without much fanfare and the guns fire so slow and nothing sounds powerful and the levels and enemies get really samey quickly. I mean, when I die, I get a big, crunchy explosion, but when enemies die, it's practically nothing. I think some juice and variation to make the gameplay not only more satisfying, but more intuitive by giving more information, would help. But still, rather solid for what it is!

THXsprites responds:

Hey! Thanks for the feedback, I totally agree with what you have to say about the game lacking "juice", I would love if there was more user feedback and things felt better to do. Sadly, due to the constraints of the jam we didn't have time to polish the game as much as we would like, thus there isn't a ton of wave varieties nor did we get around to adding things like a bar for the dash as we just didn't have time to think about it.

Thanks for playing! :)

Not too shabby! I'm not one for dress-up games, but I was impressed at the sheer amount of options, like the ability to move objects up and down layers and even draw your own stuff in. Would've loved to see the option to dress up even more characters: but of a bummer that you can only dress-up one of the characters. Also targetting was a bit funky at times: when you've got a lot of clothes on someone and you want to adjust, you can end up clicking the wrong thing: might be nice if objects get highlight so you can tell what you're about to move.

Man, I reallllllly want to love this game, and I still had an alright time, but man, it just felt a little bit too glitchy and hard to control at times, and that really killed the fun for me. The progression was really cool: learning the map and getting new powers bit-by-bit was great, all to an interesting surrealist theme. The issue was that a lot of my runs felt down to luck due to the incredibly sketchy controls: the hook especially, which never worked when I wanted it to, and then sometimes the bounce wouldn't work either or I'd try to float after a swing but it wouldn't preserve my momentum properly. It also sucked that whenever you hook, you're stuck in the initial hook swing arc: you can't rock left and right to build up momentum. I dunno, I felt like the hook shouldn't have relied on sketchy auto-targetting and instead used manual controls like the mouse to control where you shoot it at. Like I said, I still like the game, but it was a bummer since I wanted to go all flying around like bionic commando but it just didn't work fluidly for me despite my attempts.

Awesome concept and great execution! Really solid game and I got so into it: loved figuring out each level. If I had any complaint it might be that some of the levels were a bit out-of-order in terms of difficulty and that it kinda didn't introduce any crazy new elements in the later levels, and the 'muted' version of the music can be a bit grating for some reason (I dunno, despite being muted it's kinda piercing and hurts? i'm old lol), but eh, I didn't care as I had a great time nonetheless!

Fun goofy little game! These minimalist games can be quite interesting to figure out what the heck is going on by experimenting with everything: felt really clever putting the pieces together bit-by-bit. I was totally lost for a good chunk of time on the whole flying mini-game: didn't understand why balloons hurt to get, and the way the plane crashes into you is so forced and weirdly animated since it sticks to you like glue. But once I figured it out, everything was cool after all. Game can be a little glitchy: the sound was doing some sort of glitchy multiplicative layering that was destroying my speakers after a while because I kept failing the flying minigame. Animations can also stop/start when not intended, like if you use the squirrel when the plane is bringing the hat back and such. Still, a nice experience to puzzle out!

Really great and chill puzzler! I like how you went the extra mile and didn't just make the game, but made all sorts of little touches to it like having the game highlight mistakes (with an option to turn it off for a challenge) and a whole note-taking system: really impressive! I had a lot of fun going through the levels. It did have a weird bit of a difficulty jump at the beginning: level 3 got super hard outta nowhere (well, at least for me) and I felt like they could've been one more level between 2-3 and another between 3-4 to let the basic levels breathe and escalate before moving onto the sum levels. But heck, I had fun anyway, so nice work!

Pretty impressive game! Entire thing has a really professional design to it, both in terms of menus and gameplay. Game just has so many little touches to it that make it feel great, like the countdown timer for a match starting and so on. I wasn't able to play the multiplayer unfortunately since it wasn't working possibly from lack of players, but kudos for attempting anyway: thanks brains and guts to make a whole multiplayer component. The single player content was great anyway: enjoyed the survival and operations modes, though I wish maybe they were more apparent in the main menu instead of being shoved into ranked. A few confusing aspects for the gameplay: one, was a bit of a bummer I couldn't switch weapons with mousewheel, two, headshots didn't seem to do any bonus damage despite giving bonus cash, three, it's a bit too easy to get shot from off-screen causing frustration. All in all, a really ambitious shooter that delivers on it!

WilkinGames responds:

Thanks so much! Multiplayer should be getting more players as I release the game on other sites/platforms. New operations will be coming in future updates as well! I recommend you play in fullscreen to avoid getting shot off screen. :-)

Wow, this game really blew me away! It was a little confusing initially, maybe intentionally, with the whole reset spawning a clone of you (maybe it shouldn't say reset, but clone? or maybe it should say both, like 'hit R to reset and clone'?), but once I got past that everything was awesome! I loved the smooth and fluid way the game played, and the animations and special effects for all the moves were so great and satisfying! Loved the escalation of challenges as well with the introduction of new powers and levels that combine several mechanics. All it needed was for you to have to dock the sword in the stand at the end for it to be epic, but I'll let that go, haha. This game had it all: awesome puzzles, great boss fights, heck yea! Absolutely want to see the continuation of this!

Yword responds:

Thank you so much for playing! I'm very glad you liked this game. Thanks!!!

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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