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FutureCopLGF

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Not too shabby! A decent game which definitely has a lot of nice polish to its presentation: love the way the title screen seamlessly transitions into the game and how intuitively the controls are introduced. Gameplay is solid too: I like the strategy involved in the assortment of light, medium, and heavy items you need to juggle. Only downsides I would say is that a lot of people probably can't stand baby sounds/death, and the game has limited lasting appeal as the difficulty peaks quite fast without options/skill to get farther/better, and there aren't any additional modes like protecting multiple babies or whatever. Still, it's short and sweet! Well, as sweet as watching a baby die can be...

Miltage responds:

Solid feedback, thanks a lot!

Very surprising! A bit weird to manage at times what with rocks taking so long to break (really wish more debris would come off as you're breaking them to let you know you're making progress), the bbys being a bit glitchy to move around and items being so random, but it made for some interesting escort-style gameplay! The star of the show is definitely the story: really caught me off-guard as usually a game like this would just be a simple score attack, but the narrative really added a crazy element to it that made me play through it all just to see the insanity. Well done!

Was a bit glitchy and confusing for me, but it seems to be a decent core to work from for making a stealth game as most of the mechanics worked fairly well. Some of the mechanics were a bit confusing:

*Tutorial was pretty lacking: not apparent at all that walking into someone would kill them. Buttons were all over the place as well: why is it two different buttons to enter and leave a grate instead of the same button?

*Some doors seemed like they could only be opened by guards, so you need to follow them in. Cool, but this wasn't immediately apparent, and you can get yourself stuck in an unwinnable situation if you kill all the guards without realizing it. It'd be helpful if guards kept respawning so you don't get stuck, or if the game tells you you're stuck and resets.

*If you walk into a view cone it freezes you as it slowly fills up with red, but the view cone is already so short I don't know why the red part even exists (though I suppose it provides a bit of forgiveness, which is nice, but the view cones are already incredibly tiny).

*The sound circles worked very oddly for me. They weren't stopped by walls (this is ok, but maybe this could be changed), and they deployed way after the guard died or the whistle blew instead of immediately, creating a weird disconnect. Also, sometimes the circle could grow slowly, and other times it would just pop-up: weird graphical glitch.

*Sound is kinda lacking at the moment: gets annoying to constantly hear the negative errnt sound of guards seeing blood or odor or whatever.

*Unlocking abilities with exp I feel is something that shouldn't be in as it makes the design very weird, but if you do keep it in, it'd be helpful to see how much something costs before spending exp.

Looking forward to seeing where it goes from here!

bluemath responds:

Thanks @FuturecopLGF . Your detailed feedback is very helpful. Some of the issues you mentioned are on my bugfix list already. Stay tuned for future improvements.

Game seems to have a lot of charm, but it was a bit clunky, buggy and ultimately frustrating for me to play through unfortunately. A lot of damage just seemed unavoidable due to the level design and enemy placement, enemies spazzed out constantly with erratic movements, had bullets get stopped in mid-air for unexplained reasons, had bullets get stopped by small boxes which I feel it should shoot over, the boss had a weird enrage state I couldn't beat, the HUD was so tiny making it difficult to track things like health, it was confusing that I feel I had to save tigers but they could hurt me, and so on. I want to like it since the presentation and such seems fairly solid, and it has a lot of cool elements like the interesting multi-phase boss fight at the end, but I had a lot of trouble.

This was a surprising one! It really doesn't give a good impression at the start: the title screen is bland with an unorganized info-dump for instructions (consider a bulleted list at least), the art is very simple, and the UI is simplistic and filled with weird decimal numbers. But, the music is bumping, and I gotta say that the game does have an awesome sense of progression as it adds all sorts of crazy obstacles to contend with! Felt like an interesting Undertale boss or something like that with the way it adds cool mechanics bit-by-bit that were all introduced and telegraphed effectively. As long as the art is improved (not just to make it pretty and eye-catching but to make certain mechanics more intuitive) and certain elements like player damage feedback are implemented (you already have enemy damage feedback, dunno why it wasn't mirrored for the player), this game and future games could become really great!

I think you really succeeded in what you were going for, which is a tricky puzzler that is still fun for all because it is presented in such a charming manner with its interesting movement mechanics. Even when I was getting stumped at some of the harder puzzles, I was still having a good time because it just felt so neat to move around as the snake. I felt like the puzzles were well put-together: had some great ones as early as level 3 which taught a lot of good concepts in a very clever way!

Pretty cool point n click adventure! Had a lot of neat puzzles in it, and I liked the art and presentation. There were a few annoying aspects to it: there were some inconsistent design at times where a door that needed a key was drawn with no keyhole for some reason. Also I have no idea how to solve the bookshelf: I hope there is some good logic to that one. Would've also loved if objects would be highlighted if they were interactable: without that, the game can be a bit of an annoying pixel-hunt at times.

The presentation of this game is incredible and professional: I love the attention to detail with the UI objects in how they highlight and pulse and bounce around, and how the music transitions and everything moves to the beat, and the great victory screen jingle and so on. For a puzzle game, the game is so wonderfully lively! Game really pours on the difficulty though: I gotta admit, I was getting my ass kicked as early as level 2, haha. I felt like there might've needed to be one or two more simple tutorial-ish levels before that to come to terms with the mechanics. However, once you do get over that spike, it felt great to figure out the rest, and you feel compelled to go on just to hear that victory jingle! Game just feels so well put-together in all aspects!

Cool puzzler! While a lot of your puzzlers share a lot of assets, I'm always impressed at the new mechanics that are built for each game, and this is no exception. Once again, the game has pretty solid level design that introduces new mechanics well and has interesting choices you need to make: for example, you might think a fast path would be the most efficient, but it's really the slow path that works out the best! The game does suffer a little bit sometimes however since it combines precision movement with puzzle mechanics: it can be a real bummer when you figure out the ideal path with your brain, but you miss it by a bit because you just can't pull off pixel-perfect movements to save enough battery. Still, solid experience!

Haven't made it all the way through, but it's a pretty cool and atmospheric game! I love the attention to detail, especially with the various animations: I was shocked at how many different animations were created for rummaging through the objects in the apartment when looking for the keys, for example! The story is dark but charming, and it is fun to talk to the various people, though it is kind of hampered by typos and grammatical errors which can take you out of the immersion (there are some graphical issues which cropped up for me as well which hurt immersion). Definitely looking forward to making my way through the rest of this story!

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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