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FutureCopLGF

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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!

While the visuals are a little simplistic, the puzzle design in this game is solid and fun! Can be a bit tricky to suppress your instincts to not waste moves at first, which can lead to some frustration: lord knows I messed up a lot of runs by accidentally jumping too much (damn you Mario!) and it did suck sometimes to lose a run by mistiming a jump in general, but the cool concept was worth the sacrifice, I think. Felt great to be able to plan out the perfect route by calculating all of the moves on screen, and some of the levels even early on were some great brain-teasers with stuff like the box stacking and such where the ideal route might not be as readily apparent as it seems.

Super solid puzzler with great levels and variety, along with a presentation that both charms and has an intuitive UI design that lets players understand it immediately makes me realize why this won the GMTK jam: well deserved! I think the only weak spot for me was the death animation (I wish he fell down instead of just crumpling) and the combat-related moves: though I understand there were there for variety, I didn't realize the daggers were pointed in a direction to indicate where you would attack towards and I felt like there were a bit more annoying to plan around. Still, had a great time with this puzzler, and even though it didn't save my progress I'm looking forward to playing it again to beat it!

Pretty interesting puzzler! Has some cool rewinding mechanics that actually have some interesting twists to them that are introduced to you bit by bit with the way the levels go! Some real brain-teasers in here: I still need to work on making it all the way to the end. It does get a little repetitive with all of the puzzles being about boxes in the similarily claustrophobic hallways with doors and buttons, but it does enough to spice it up with different configurations that it's not all that bad. Overall the levels felt very well designed in ramping up the difficulty and introducing new concepts to the player intuitively bit-by-bit. Apart from that, the game does have a general good sense of presentation to it with nice little touches like the hanging lights and the cool effects that the slow-mo-rewind state has, among other things. Nice work!

You know, for something that could've just rested on the laurels of being a meme game, this is actually a lot better than I thought it would be and shows some decent effort and thought (and if you didn't, you can pretend you did haha). It's actually a pretty fun and goofy quick draw game with good presentation, intuitive mechanics, and a nice variety of bosses, with all of that being fun and playable even if you don't recognize all of the meme references (and if you do recognize the memes, its even better, especially the B ending, my goodness)!

Also was that a Cadillacs & Dinosaurs sprite in there? It definitely looked like a beat-em-up sprite.

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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