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FutureCopLGF

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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!!!

Solid game! Got really mind-bendy with the last few puzzles and I would've loved to see more from it: it ended just as things were starting to get crazy! Movement was a little weird with the incredibly fast way you move as well as the way you kinda drift slightly sometimes when you change directions: never got me into trouble or anything but just a weird feeling considering the otherwise snappy controls. Also it wasn't quite clear at first that I could reset everything with esc: maybe always have the controls in the corner or something? Would absolutely love to see this expanded on as I think it's a great concept with some really good execution!

I found this pretty dang impressive! I'm not one for these RPG Maker games typically, but this one seemed so custom-built that you could barely tell it was built from it initially, so kudos on that! Really cool and intriguing presentation and theme: I got really hooked into it and wanted to see where it went! Love the weird little dialogues with the characters as well that had a real Darkwood feeling to them. Some aspects of the game were a little confusing, like how despite every other item, like the drawing, having a descriptive label, the candies don't. Would help also to be able to see/know what items were interactable or not: some items like the meal were shining, but I was surprised to see I could interact with the inconvenient tree and pushing boxes. Also, I felt like the inclusion of some meme stuff, like the yaranaika pumpkin, for me, wasn't good since it took me out of the spooky experience: I can understand wanting to get some jokes in to lighten the mood or what-have-you, but I thought you did a good job building up the horror so it kinda shot itself in the foot with that. Also, I wasn't sure if keeping the lantern on was a good or bad thing? You can turn it on or off, but I wasn't sure if there was a reason, like if it helps not let enemies detect you or something.

Marckel responds:

Hi Futurecop! Thanks for the review! I'm so glad the Darkwood inspiration shows through, I really love that game. Sorry for the memes all over the place, that was partially stress relief due to all the rushing we had to do to finish the game in a month. The lantern is incredibly vital in stages 4 and 5! The mechanics for the two new monsters in those areas are heavily reliant on it.

Pretty cute game! I dunno if I got all of the symbolism or what-have-you, but at least the whole presentation with the voxel graphic dioramas was very endearing. The adventure was neat, though a bit short-lived and rather shallow: was expecting to see more branches when I went back to try again but there were just a lot of immediate dead-ends (no pun intended, and maybe limited branches is the point? again, I could've missed the point, mayhaps). There was an issue with the text where it overlapped with the graphics and needed a dark outline to make it more readable. I also wasn't sure if it was just bad grammar or intentional when it stated "try to have little empathy", haha. Fun little experience!

Neat little game! Seemed like an interesting take on the whole theme where you kinda have to play cross-eyed: one eye on the grass, one eye on the saw blades, and one eye on dead dad (er, wait)! Quite challenging too: lots of little changes to the speed and size kept things exciting. Some elements of the game were a little confusing at times, such as the game not having a 'next level' prompt immediately selected when you finish a level, necessitating you to quit out to the main menu to proceed. Also, some of the final levels were a bit too fast at times, as it's to such an extreme point where you don't even have good control anymore, turning it from wacky into annoying. Still, fun times with dad!

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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