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FutureCopLGF

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Bit weird to figure out the mechanics to this game at the start, but once I did, I actually had a blast combo-kicking enemies into the sky and then flying around (good work at having those tutorial holograms around inside the levels, felt like they explained it better than the tutorial practice room)! Certainly a very unique and interesting concept for both combat and traversal, and very fun to style around with! Once I got used to it, it felt pretty cool to race through levels, keeping the momentum up while looking damn cool, though I still did suffer some issues. Despite feeling like I got the hang of it, there were still times where I though I was going to hover after a combo but it didn't happen (or there were times where I hovered but I didn't want to, and I ended up getting hit because it kept me hovering). Also, I hated the first boss: I kept trying to lure him into the volcano but it felt like it was just up to randomness on whether the boss would lunge at me when the volcano was actually erupting. Please, please change it so that the volcano is just constantly erupting there, haha! The second boss was so much better in how you would control it directly by kicking up the spike ball to it!

HealliesGames responds:

I was contemplating about that.
When I tried to speedrun the game, the first boss seemed the major obstacle due the randomness of alignment.

Updated it, thank you.

Hmm, bit of a mixed-bag with this one. On one hand, it doesn't have a good first impression with a very ugly-looking thumbnail/title screen. Also, it's a bit confusing to figure out how the game works at the start with no instruction or anything. I gotta say though, once you actually get into the game, it is actually a bit fun to roll around crashing into things, setting up combos and such! However, unfortunately the fun didn't last too long as I suffered a lot of glitches: pirates getting stuck in geometry so I couldn't kill them which blocked me from beating the level, music would randomly stop playing, the intro sound effect for each level is ear-screeching loud, and so on. I think the game does have a certain charm to it with the unique clay graphics and the like: if everything else was polished up it could be a solid game, but at the moment, it's a bit too clunky for me.

I was really worried about this one: I have a big time grudge with chess and I thought that maybe I'd find the concept of a chess puzzler too annoying to go through. Surprisingly, I actually felt like this might've been one of your more engaging concepts yet! So many interesting puzzle designs, level after level! I do have some minor complaints though: for a mouse-controlled game, I would much prefer if interactable elements, such as the UI buttons and the chess pieces would animate when you hover over them to show they are interactable, y'know, grow or wiggle or highlight and such. Without that, it's a bit confusing to figure out how the game works initially. Anyway, I had a lot of fun with this one: nothing beat going through level after level just to hear that satisfying *snap* when you knock the enemy piece away!

Rob1221 responds:

There is a highlight effect for the buttons, but I have that disabled on mobile by checking for touch support. I guess you're using a touch-supported PC then?

Game seems to have a lot of potential and charm, but at the moment I found it a bit lacking and got bored quickly. I'm sure a lot of people will appreciate the big world and all the people you can talk to and the quests they give out, but for me, it felt a bit too overwhelming and directionless. I just wasn't sure if there was some sort of bigger goal I was supposed to be going for, or some sort of trick to help figure out where to go or where you can catch certain fish. Without that, it just felt like all I could do was wander around and hope I randomly catch the fish someone wants. At the very least, It'd be nice if, say, I found a quest to catch an angelfish, if I could look into the almanac and figure out where angelfish like to roam, or say like whether its a freshwater or saltwater fish, and then maybe cross-reference with a map to try and find a spot to fish for it. Unfortunately, without anything like that, the chillness of the game didn't last long and I ended up losing interest. Still, a good attempt.

Decent game, but a bit awkward to get used to! At its core, it's very nice: going through levels, punching the crap out of enemies, jumping over obstacles, and fighting interesting bosses. I did have a lot of fun with this, but there was a lot of confusion. For example, I found it really confusing that the knife/axe/torch weapons were used by punching, instead of having their own dedicated button, and that you need to select the fist in order not to waste ammo. As good as the punch animation looked, it was a bit annoying to get used to the fact that the punch doesn't come out instantly, as the delay meant I found up taking a lot of unnecessary damage. Level geometry was really awkward at times as well, and the fact that you can't even punch the first boss was a real let-down (luckily you can punch the second boss, that was a lot better)! Anyway, all of these complaints are nothing compared to my final complaint: you didn't give the player a manly victory pose when he beats a boss! C'mon man, rip that shirt off, you already had the sprite in the intro cutscene! But in all seriousness, it's a decent game, albeit a little clunky in my impression.

Harlemblack responds:

Thank you for the thorough review. I keep it simple to include only three action buttons. On the odd levels, it is not a boss actually, more like an avoidance challenge. Haha yea good idea about the victory pose. For the next project, I guess. Cheers!

Pretty nice game! Definitely has that milkbar professionalism to it with an overall great presentation through graphics, music, sound and gameplay, and a general sense of polish with tons of little touches like a health bar that animates with different expressions to represent your status. Didn't have too many issues, other than occasionally the controls acting a bit odd: there were times where I could turn despite holding down the shoot button, and also times where I tried to turn and shoot and the game kept me facing the way I was first instead of where I turned to. If I were to have some big complaints, it might be that the game wasn't necessarily anything crazy or unique: it was certainly polished and well-done, but it did feel very basic (if possible, take this as a compliment that I think you can do so much more!) The overwhelming ho-hum feeling wasn't helped by the fact that it felt like the levels dragged on a bit too long at times: felt like they could've easily been chopped in half to keep the pace up. Some enemies were a bit annoying as well, such as the clam which you can to wait to be able to attack and the guys throwing tiny pitchforks that blend into the dark background. I think it's a pretty decent game, but for me it feels like maybe you took a good game and unnecessarily stretched it thin to artificially inflate the game time, resulting in a worse experience that overstays its welcome: I'd prefer a more short and sweet experience! Still, good job nonetheless.

Nice little chill game! Not much for me to say, personally, as I'm not the intended audience (more of an action game guy), but nevertheless it was a charming game due to the interesting concept and very cool graphical design! While it does make a great first impression and it is fun to see what profiles you can get and laugh at the little jokes, it still felt rather shallow and lost its appeal quickly for me: could stand to have more interesting fishing mechanics or maybe some sort of story direction to go for to create more incentive to continue.

Challenging, but fun! A bit of a mixed bag for me though. On one hand, I really liked the frantic gameplay and the design of the bosses, especially with how they had multiple phases that they transition through as you damage them, all with some very interesting mechanics! Definitely had a lot of fun making my way through. On the other hand, it did feel like the bosses were a bit overly frustrating and not completely perfect in their design. I did beat it, so it is winnable, but something in the back of my head just felt like I got lucky. I dunno, it's like the bosses did have logic to them, but some of the boss patterns like the cat bouncing around with the orbs just felt like you could get stuck with no way out and forced to take damage. It's like, even with the first boss, once he starts his last frenzy phase it just seems impossible to avoid taking damage from how wild he gets, even when I try to perfectly jump and dodge over him, he's just too volatile. Basically, it felt less like I actually won and more like I shot them faster than they could kill me, if that makes sense, which doesn't work as well for me. Perhaps I'm being unfair and it is totally possible to beat the bosses without getting hit at all (or maybe that's just not intended from you), but...well, the game is fun enough that maybe I'll go back in and play more to see if it's possible, haha! Oh yeah, could also be nice to have a button to freeze movement or freeze aiming like the contra games do.

Chdonga responds:

Thanks for the review!

Once it gets going, I think the game is pretty interesting! I like the dynamic of switching back-and-forth between the two players: hitting pause in one players world to hack in and toggle obstacles felt really cool, and the puzzles to hack were very challenging. Game is a bit boring before that, however: the game spends a long time on this very bland jumping levels with no challenge except the very clunky jumping controls, and I found the story to be a bit nonsensical and difficult to parse between the weird grainy font choice and confusing word choice. Game isn't also that intuitive: I couldn't even tell that you could preview what hacking does because the preview for the platforms were in a color that easily blends in and doesn't stick out at all at first glance. Again, once it gets going, it's neat, but could use a lot of work for the introduction, I think.

Hmm, an interesting application, but I found it to be a bit overly clunky and glitchy, unfortunately. It did have some cool moments: for example, I really like how the app handled the panel of the character stepping on the lips, where instead of showing the entire panel, it shows it in two separate moments, one being the character lording over, and the second being the lips trampled underfoot. Very cool, and I'd love it if there were lots more instances like that. However, for a lot of other panels, it just didn't work: it'd separate them into two moments but it would just cut-off text or pictures 50-50 and make it difficult to read or parse. Furthermore, don't know why the controls were split between mouse and keyboard instead of just using one: I kept expecting to flip to the next page by pressing the right arrow key, but instead I need to switch to the mouse just to click a button. If you're going to involve the mouse, I'd love if it I could use it for other elements, like clicking on certain panels, or maybe zooming in with the scroll-wheels on certain parts so I could read and examine at my own pace. Flipping a page didn't look as elegant as it could've been either: the animation plays, but the page doesn't actually skip until way later, and it still plays the animation even if you go back a page on the very first page which shouldn't be possible. Checkpointing for panels was weird as well: if I go back a page, I expect to hit right and have me start at the beginning, but it still treats it as if I'm at the last panel, despite me wanting to go back (also, sometimes the app would just stop working with the arrow keys altogether and freeze). There are many other issues I could point out but I think you get the gist. Again, hearts in the right place and it's a neat attempt for an app, but at the moment it is lacking in usability in many ways.

Mabelma responds:

Thanks for your feedback. Greatly appreciated.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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