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FutureCopLGF

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Cute little game! Stacking up the capybaras was quite nice, I like the way that it gives you feedback on the accuracy of your placement, and I was surprised at how difficult the game could be with the way ducks can speed by from any side of the screen randomly. Overall it's simple but fun, and the game's so cute, even failure doesn't feel bad as you watch them tumble and squeak, haha!

That being said, the game didn't keep my attention for that long as it was just so overly simplistic and you see everything the game is going to offer in mere seconds. It just gets rather repetitive rather quickly, especially due to the fact that you don't seem to need to worry about the balance of the tower as a whole: you only need to worry about placing a new capybara close to the center of the last capybara you placed. Was also a bummer that you get the same amount of points whether you place a capy perfectly, good, or slightly off: might've been better to get rewarded more points for perfects, otherwise it's like why put in effort?

Hmm, this is a pretty rough one!

I certainly think the game has potential as there are the core elements of a decent mascot platformer here, and the world it has constructed is quite interesting and I want to explore it to see all of the weird stuff it has to offer.

But I can't help but feel that the game is in an incredibly unpolished and unfinished state: it's incredibly easy to feel lost and not know where to go, the english script feels like it was badly AI-translated or something, interacting with people is done with the down arrow key despite it being clearly labeled that you're supposed to use the Z key, and there's just so much other confusing, unintuitive, or glitchy nonsense going on with trying to use the menus, taking damage, and so on and so forth.

Reading the description afterwards and learning that it's an unfinished project makes so much sense with how the game felt: lotta potential, but definitely needs a lot more time in the oven.

Pretty cute rhythm game! For the most part, I really like what this game is going for: the story is wholesome, the characters and dialogue are very cute and charming, and the rhythm gameplay is interesting in how you need to try and mimic your partner by observing their telegraphed poses and reacting quickly.

I have to admit, though, I had a really rough time! I love rhythm games and I understood what the game was putting down quickly, but I find myself barely able to keep up once the game finishes introduces all of the characters and their associated moves on easy. With such a wide array of moves to look for, the amount of time to react being so low, and the way that they can throw you off your timing by holding the pose for longer or shorter amounts of time: it's really hard!

I know the game is trying to help with subtle hints like modulating the pitch of the sound to indicate whether the pose is going to be held shorter or longer, but still, the reaction time and decision-making it is demanding is too much for me! There's a reason a lot of rhythm games use note charts where you can see ahead, and we're seeing an example of why that works and this doesn't right here, unfortunately!

So yeah, lovely little game, but damn if it doesn't have some serious claws hidden under that cute facade! Wonder if the high difficulty is a case of the developers getting too used to their game from working on it so soon and mistakenly thinking it's going to be just as easy for new players.

Mezix responds:

Thanks for the detailed and honest feedback! I'll keep it real, it definitely is partially the case that we got used to our own game. In fairness, it isn't a problem to restart the levels you are having trouble with, but I can see where you're coming from!

We also intended for the game to be challenging given it's limited run time, and maybe that's something that doesn't come across super clear when you open what ostensibly is a cute rhythm game. We've received some feedback pertaining to helping the player figure out the moves that we plan to implement in the future.

Thanks for your feedback!

Hmm...I'm really torn on this one!

On one hand, I think it's pretty cool. Certainly starts off with a good first impression with the very stylish main menu that pans around the car wreck to display the various options. The music is nice, and the game's overall journey is quite interesting with a very fancy tunnel interlude, car crash pileup ending, and the general sense that there's nothing you can do to win. It's like an interactive music video, which is quite experimental and interesting, almost like a piece of outsider art!

On the other hand, the game just didn't feel good or well-put-together on a technical level. First impression was terrible as the game couldn't even format the tutorial menu to keep the instructions within the box, making them sloppily spill out and become hard to read. The gameplay felt dull and lifeless with the way that there was an absolute lack of feedback, such as there being no sound or physical reaction from the car when it plows into money or obstacles. Power-ups felt worthless as well: what's the point of getting tank treads if you can't even plow through pebbles in your way without losing money? Everything just felt bad and pointless and finally, I feel like the game tries to excuse its problems but making everything feel 'deep' and intentional by delivering a bunch of fancy-dancy philosophical quote wankery: ohhh it's feels bad because its supposed to, sod off, if you pardon my harshness.

I know there's a lot of concessions I could make here and there: for example, maybe there was a lack of sound effects because you didn't want them to drown out the music. Maybe the power-ups feel bad because you're being conned by the salesmen or whatever. But overall if I had to pick a side between finding it stylish or shoddy, I just wasn't feeling this one. At the very least it was quite memorable and I like what it was attempting to pull off: perhaps if it just had a bit more construction put into it I would be cheering for it instead.

HearsePileup responds:

One guy worked for four years on this - I wrote the music too.

I'll consider doing an update once I've had some sleep.

There is a very real point I'm trying to make with this work though, as an interactive music video specifically.

If you're trying to assess this specifically as a game and not a political statement then you're missing the point somewhat.

Hmmm, this one is pretty rough, but I suppose that's to be expected for something that's still in an alpha state!

On one hand, there's a lot of potential in this game, particularly with the presentation. Overall the graphics are very cute and charming, and I was impressed with the menu design and other nice touches such as transition animations and the like. The platforming mechanics seem ok with a decent amount of variation in terms of obstacles, such as disappearing platforms. Basically, the game looks to have an interesting world to explore!

That said, it currently feels very much style-over-substance. When you cut to the meat of it, the game just feels incredibly generic, your bog-standard hop-and-bop action, and doesn't offer anything new or interesting to the platforming, nor is the platforming fun and fluid enough to make up for that. I was really hoping that the game would do something interesting with the TV premise, but unfortunately it just rather superficial.

Moving on from that, there are a lot of rough spots and nitpicks to its current state:

*I was very confused as to the purpose of the static and the towers. Do they do anything?

*There didn't seem to be any sort of health meter and I was always confused when sometimes I could take a hit but other times I'd die in one blow. Very odd that you've got this wifi meter that goes down when you die: you'd think you'd use that as a health bar, with each pip representing the amount of hits you can take.

*As unique as the static animation and sound for collecting coins was, it was very unsatisfying and didn't compel me to collect them at all.

*I was using arrow keys to play the game, but they only seem to work for movement in-game: menus can't be operated except by using WASD for some strange reason.

And there was just a lot of other general confusion and odd glitches here and there. Hopefully this feedback can help in some way as I'd like to see how this game develops!

Trashedy responds:

The Arrow keys thing is being fixed, and the hit system is sort of like crash bandicoot, the remote follows you around and when take a hit he disappears. As for the towers, the wifi symbol respresents how much.. like connection (idk what to call it) you have left, if you're too far away from the towers for too long it slowly drains (faster without the remote). I do agree with you about the coins, I think making them disappear faster would make it more satisfying. As for the TV premise, I'm not entirely sure what you mean by style-over-substance, but I see what you mean by the game not really being related to TV's all too much. I feel like there's cool stuff I could do with the idea I just can't think of anything. The theme also isn't really supposed to be just TV's it's more about old tech in general. There's a loose story I have planned. So I'll add a intro cutscene as well as a tutorial. Also I do plan to try I make the game stand out a bit more by adding some metroidvania type upgrade elements, not sure how I'm gonna do that, but I'll take it into consideration. Also you said the platforming wasn't fluid which I could see but could you explain more?

Also sorry for the long response but you wrote a lot! I means a lot that you took the time to tell me what you think! I'll try to improve.

I also noticed that you really only complimented my art (not mad) programming and music are pretty new to me lol.

Cute art collab! I'm not familiar with the source material unfortunately, but the art is nice and I do like the whole fake-OS presentation you got going. That said, I do wish the art was presented in a more creative fashion than the typical slideshow format, and I was bothered that some of the art is difficult to look at because the artist credit gets in the way (there's a piece of Hexamak where a speech bubble is covered up). I also wish there were some other quality-of-life features, like being able to click on an artist's name to go to their NG page, some sort of gallery view, being able to move or zoom the art, etc. Not too shabby, though!

riot100233 responds:

SKIBADI TOLET

ElRandomGMD responds:

Thanks for the Review :)

aapiarts responds:

Hi FutureCopLGF

Huh, this is quite the interesting game you got here! For the most part, I really like the concept of switching between two forms which each have their own strengths and weaknesses, and while there's a lot to take in, I really liked how deep the mechanics got and enjoyed mastering the various movement techniques to pull off some cool tricks! Game is also very charming with its presentation: love how the personalities of the characters come off with their animations and stances, and the dialogue could be rather amusing.

That being said, while there was a lot to like here, there was also a lot to nitpick, so here we go:

*I felt like the characters are a bit too strong on their own and could use some tweaking to their capabilities so as to make them more synergetic and make-up for each others weaknesses. For example, I found it very odd that the timid and weak wizard form is able to do something as physically strenuous as wallkicks: I think that ability should be eliminated so that wallclimbing is left up to the dragon form where it makes more sense due to their strength and claws. I know you'd need to tweak the existing level design and such to make up for this, but I think it'd be worth it and highlight the character swapping much more.

*Game definitely overdoes it with the tutorial handholding, I feel. So much text to explain things that could be explained with simple pictures, can be put off till later, or the player can naturally infer. I understand that you want to teach the player all of the little subtleties of this wonderful system you've built, but seeing so many words just makes me want to skip them, and I as a player would like to figure some of them out myself, almost like a puzzle, so as to feel clever.

*I felt a bit let down by the final level: we'd been spending so much time learning all this movement tech that I thought the game was building up to be like Dustforce or Celeste, delivering some challenging parkour/speedrun-esque precision platforming levels, but instead we just get what felt like very generic combat with levels that don't need any of the techniques we just learned.

*Speaking of the final level, it was also weird that it suddenly introduced this new emotion meter where if you get too scared or too brazen, you can't transform back to the other until you calm down. I like the idea in theory (one of my favorite games is Pac-Man 2 on SNES which uses this same system), but in application, it just kind of felt like an unnecessary annoyance, and you even seem to think so because you had to introduce items that can force an emotion reset just to avoid players getting stuck in one form with no way out. Think you might be overloading the game with so many systems instead of having a clear focus.

*There were also some minor issues like how the LT button wasn't being recognized from my controller: perhaps its because I use a PS4 controller? Luckily the LT button wasn't that necessary, as it was only used for these weird and superfluous techniques.

Despite my gripes and grumbles, I really like the idea behind this game and want to see more progress on it!

Yowza, this is fantastic! Very charming presentation, great juicy effects, wonderfully varied array of challenging mechanics and levels...this was just very well-done in practically all aspects and delivered not only a great short and sweet puzzle-platformer adventure, but you spoil us with extra B-side content as well! Bravo!

The only complaint I could think of is that I didn't like how similar the symbols were for flies that return after one bounce and flies that return after all the others are cleared, but for the most part it didn't cause confusion, so it's just a very minor nitpick.

Neat music collab! I'm not familiar with the source material or anything like that, but the jukebox interface was clean, there were some cute easter eggs, the game provides credits with links to artists profiles, and I quite enjoyed some of the music! If I were to have any complaints, it'd be that it'd be nice to have a volume knob and to have links to artists directly adjacent to their songs instead of being stuffed in the credits, but these are very minor nitpicks. Cool stuff!

Wiserim responds:

The player was based on this panel: https://www.homestuck.com/story/830
Originally it was flash based interactive music player.
TBF the fact that it was replaced with static image was the main reason behind this collab.

Wow, quite the interesting game you got here!

I'll admit it's certainly in a bit of a rough state. The game doesn't have mouse-keyboard controls, the HUD and text are incredibly tiny and hard-to-read even on full-screen, there are no visible cooldown timers for your abilities like regen/overclock, and the biggest issue of all, combat just doesn't feel that satisfying with how dinky our little peashooter sounds and a general lack of clear, crisp feedback for actions.

However, looking past those issues, I found the game to be very promising as its core! I love a good boss rush and the boss design here was great with how it had a good variety of moves to contend with and clear telegraphs to make everything feel fair and challenging. I had loads of fun customizing the motherboard: assigning abilities to controls was very novel and I felt so clever figuring out stuff like how to equip two guns to the fire key. Also despite the game saying it had no tutorial and you should read the description, I actually found everything to be rather intuitive and figured it all out myself in-game! I'm very much looking forward to seeing how this develops!

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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