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FutureCopLGF

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Game seems to have some interesting stuff hidden in there going for it, but it just felt overly clunky, confused and inconsistent for me. A lot of the potentially gory stuff, such as the clown carving into the two 'parents', was undercut by the RPG-esque fantasy omnislash graphics and sound: would help to replace those with customized graphics and sound that is more bloody and splattery. Dialogue was a bit awkward at times with characters changing how they behave a whole bunch based on how they were written: Ada going from super shy kid to a quippy laid-back adult came up a lot for example. There were just a lot of weird quips in general which kinda killed the flow, like the thug suddenly asking to clarify their gender; those kind of things could be cut I believe to preserve the tone. I was still intrigued by this game and its creepy undertones, so I wanted to get farther to see what would happen, but I'm most likely going to give up because I wasn't able to save my game: it seems like the game only lets you access the menu to save when you're in free-roam, but 99% of the game is constant talking so I never got a chance!

It's an alright mad-lib generator that could create some fancy stories, but it seems to be a bit confusing in its construction: for example, when it asks for a 'last adjective', its actually expecting you to enter a noun in the story. Also it might help to sanitize all of the entered words to lowercase to remove weird capitalization that can disrupt sentences, or perhaps give more advice to the user on whether the words you enter should be capitalized or not.

Pretty neat management game! A bit frustrating at times since you don't really feel in control (people refusing to isolate on your command, etc) but I guess that was the whole point since it's realistic (but if it was, perhaps the game could've been shortened to get to that point quicker so as not to frustrate the user when you want them to go for a high score which they have no control over besides luck at times). It really dumps you with a lot of info at the start and it was difficult to digest all at once: the game does try to help by having a info read-out and a reference menu you can go to, but I really wanted there to be more reference material on the game screen, either by making the info read-out bigger and more easily readable, or by providing a legend/key for peoples status since I was having difficulty remembering them on the fly. I also feel like if you need to constantly explain that a lower score is better, it might just be easier to change the score formula calculation so that a high score is better, so people can just use their natural instincts, haha. Anyway, while it was a bit confusing and frustrating, its still pretty fun and delivers a nice message effectively through its gameplay (and frustration) so kudos!

Very impressive and stylish platformer! Game has a really professional and smooth feel to it with tons of small details and touches to practically everything, along with some great overall art, sound and music! So far I've played all the way to the first boss and had a nice time with it, with the boss being actually a bit challenging to fight at first due to the long fuse time on bombs. I do like how the game doesn't bother with lives: helps keep the pace up. Sometimes the game can be a bit overly detailed at times though, haha: I found that a lot of the signage and pick-ups, which should be important, were very difficult to notice since they are so small and don't pop out from the rest of the art, especially since you can't use colors to make them pop. Using the bombs are interesting but a bit too slow for my tastes (and annoying to die from friendly fire): they were so slow I ended up just running past everything as much as possible instead: might be better if your could throw them or they had a shorter fuse or something. Key doors/totems were a bit confusing as well, overcomplicating it: its like you pick up an object or don't and it activates a totem which signals that the door is open? It's a bit crazy that it doesn't seem to save your game: I was really looking forward to coming back and finish this after I saw that there were 6 places for boss trophies, but I can't do all of that in one sitting, haha!

Some great arcade action fun! I really love the goofy art, explosive, chunky sounds and the jamming tunes! Was really fun to run around blasting the heck out of deadites and slashing them with the chainsaw, though it was a bit annoying to deal with the shotgun blowback and was confusing to figure out what the power-ups were doing at times without a text description (though you can kinda figure them out after a few experiments). Game had a lot of chaotic action, but was a little bit too hectic at times: couldn't even tell that I was boarding up the windows by standing next to them since everything was just exploding, haha. Boarding up windows was a bit pointless though: they break so fast and don't you actually just want more things to kill, meaning you want to keep them open for a steady stream of points? Controls were a bit of an issue, both in terms of that the controls menu could stand to be organized better for better readability like the tutorial was, and the arrow keys were unusable because they kept affecting the browser scroll bar when you use down or up. Could perhaps be enhanced by having some sort of ultimate goal to reach for or multiple levels, but it still works as a nice short and sweet score-attack. All in all, a pretty 'groovy' game for a few minutes of fun carnage!

Pretty funny and cute twist on dating sims! I've always felt that dialogue choice games need to be expanded upon to make them more exciting and unique since the classic ones are so easily exploitable by save-scumming to just pick the perfect answer 100% of the time, so this take on it which makes it a bit out of your control is brilliant since it serves to accurately capture the character's own awkward handling and lack of control of the situation. For example, even if you take to heart the girl's advice on asking about hobbies, you can't save-scum to pick that answer since it wouldn't make sense: the purpose of the story isn't to let you nail a perfect date, its to tell a story about that awkward character on their first date, not you, an omniscient timelord. So the concept is great food-for-thought, and it helps that the game also has some nice and professional presentation with cute art and dialogue. Nice work, had a lot of fun with this!

Pretty decent beat-em-up with an interesting clay aesthetic to it! The game is a little simplistic in terms of combat mechanics, but it still feels satisfying to wallop an enemy due to the good feedback, so it works out. Some of the enemies like the pyramid heads were little balls of punching fury that were difficult to get close to at times: not sure what the ideal strategy for those were, felt like I just had to get lucky, perhaps could use some more visual language to see when they are vunerable. Boss was a little lackluster as well: wanted something to have a good rumble with but instead you just gotta make it walk over spikes (its wearing spike shoes, wouldn't it be immune haha) which seemed a bit awkward at times to get right. It really felt like the game could've had something really interesting going with the way you can dash into enemies to make them pinball and then punch them for a critical hit combo, similar to Lethal League, but it doesn't feel fully fleshed out in this for any combos I got from that felt like it was just luck: would love to see a game fully embrace this mechanic!

As a side note: what does picking up the bolts that are left behind by enemies do? I thought at first that they might be points or health, but it doesn't look to have any effect from what I can tell.

A nice short and sweet metroid (sorry, catroid) game! Even though the map was a bit bland and I feared it would be easy to get lost, it felt like it was just right in terms of size and number of landmarks that I had a good time exploring it and figuring out where to go, and it was fun interacting with all of the people and the unique powers I got. Has a lot of nice little touches like being able to speed up the dialog by pressing the button (plenty of games don't have this unfortunately!). The best part for me was the map design: I never got lost since it just felt so intuitive with the map just naturally guiding you to the next area that corresponds with whatever upgrade you just got. For example, I was trying to remember where the heck I was supposed to use the wall jump at but before I knew it, bam, I had been led right there to win the game!

A nice little quirky gag on the 'murderhobo' cliche in RPGs: maybe a little too direct and on-the-nose at times (and when its not being that, maybe a little too memey) but I had fun nonetheless. While its funny and cute, walking around the world seemed very glitchy and stuttery at times due to really weird collisions and bumps and left-over physics objects and such that made the game overall feel very clunky. Graphics were a bit of an eyesore at times too with everything being so white that distance is hard to judge at times since your sword blends in seamlessly. But other than that, it was fun exploring the world map which was very wide and diverse, there were some cool touches and gags like the hidden waterfall area, and even though I saw the ending coming, it was a nice finale.

Pretty neat Metroid-style game with an impressive amount of exploration and upgrades to collect! Had a fairly good time guiding my Scrooge Mcduck through the levels and battling it out. I did have some difficulties with the game, though. For one, it might just be me, but I felt like there were too many interruptions in the game with text-pop-ups that kinda killed the pacing, and the text was very small and difficult to read. The text-pop-ups were funny and such so it helped, but I felt like they could be a little less wordy, or be more visual when introducing mechanics. Next, there were a lot of times where I wasn't sure if something was a death pit or a transition to a lower level: might be handy if there was an arrow or something to indicate if its safe. The biggest complaint was the gun and the lack of feedback on it: for some things, like rewinding the birds, it worked well for you see they immediately start to show signs of being affected, but for other objects like platforms, rubble, seed projectiles, etc, you don't see any changes until you hold the beam for a long time on it, so much time that you might assume you're not even affecting it at all. Definitely has a lot of potential and is pretty good already, just feel like it needs some extra polish to it to make it flow better!

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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