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FutureCopLGF

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Haha, pretty funny concept! It's an interesting take on ragdoll mechanics in a 2d environment, and using them in a strategic manner to figure out the ideal route for each puzzle setup was pretty fun! Was a little annoying to have to wait for the stun to wear off after each jump, and also dying respawns you a bit too fast which can lead to another immediate death if you were holding a button and run into some spikes. Some of the controls were also a bit counter-intuitive, like how you don't have even the slightest air-control at all and it wants you to dash before jumping when it is so often the other way around in games: can feel a bit frustrating because of this. Nonetheless, I had fun, and I wish there was more to this game to get through as it ended just as it was starting to get really in the groove!

Really charming retro game! Feel like it really nailed both the retro style in terms of graphics, sound, music and gameplay for an all-together solid package. The gameplay is nice and fun, though I did feel like it was too simple and easy at times where you could just go forward and throw rocks at everything (maybe rock throwing shouldn't even be a thing so you can have to skillfully jump over and avoid enemies instead?) I did eat my words when the challenge ramped up and I got crushed by a boulder later on, haha. I'm not sure what the purpose of the whole slot machine is, but I do like the game allows you to speed things up and advance through text and such by hitting buttons, so thanks for that. Wish the game saved since I got really far but had to temporarily stop: I'll try and get back to finish it!

EDIT: Made it through and had a great time (didn't even need the debug tools to skip)! Gotta admit, I sure ate my words calling the game easy: level 12 is going to be in my nightmares for some time, haha. Definitely a very nicely done game: the polish is something else. I did have beef with the apples though: not sure if it's intended, but if you get an apple in a level and then die, the dragonfly doesn't come back so you will forever have missed the apple, argh!

gatod responds:

Thank you! The slot machine was a very, very hasty addition because I added some powerups but didn't want to change the gameplay too much hahaha there's an option to disable them if you like! Alongside other stuff like giving yourself more starting lives and continues, disabling the "do you want to skip this stage?" screen and sother stuff. If you really, really want to play through any level at any moment you can press F1 while the game's on the boot screen until you hear the "perfect!" sound, then go to the service menu and select the level on the "get ready" screen. Just don't go for it before you've properly completed one game loop tough, otherwise you'll spoil the fun! Thank you for playing :)

Hmm, I'm in two minds about this game.

On one hand, the actual gameplay is really cool with excellent effects, graphics and exciting gameplay. Love to fly around blowing the heck out of stuff and dodging all of the interesting bullet patterns, and its fun to get more and more upgraded. It's just so juicy and explosive! It is a bit annoying to deal with the controls, however, where your mouse can easily leave the screen and cause you to lose control: would really prefer you lock the mouse into the game screen.

On the other hand, the menus and text outside of the gameplay are painfully static and boring in comparison. The text is difficult to read with its odd font and bright highlights on a bright background, and I don't know how to interpret that word dump in the beginning. The ending screen for a level is really dull with just text that isn't stylized in any way to help the results be more readable. The menus and buttons aren't animated in any way, and upgrading is an annoying process where, instead of just clicking on the segment of the bar and seeing it light up, you have to click on the bar, go to another pop-up to confirm the upgrade, and then go back (repeat over and over for multiple upgrades to the same power), and there's no exciting sound or light-up to make you feel like you've gotten more powerful. Would love to see the balance restored between menus and gameplay: both should be exciting to make the experience equally great!

I was ready to write this off at the beginning since it was more a sliding puzzle than a golf game, which made me a bit disappointed, but I'm glad I stuck with it because I had a great time! The game does an excellent job at ramping up constantly and introducing more and more complex designs and mechanics: I was expecting to drop out at the standard 18 holes but just kept going and going to see what else could happen! My only complaint would be that I wish there was a bit better score-tracking and more fanfare for getting par or under, but still, it was a very solid experience!

Hmm, I feel bad for judging it by comparison like this, but I didn't feel like this was as good as your other 'Basically...' outing with Call of Duty Warzone. With that one, it felt great since it served as an excellent meta encapsulation of the battle royale gameplay with funny presentation and jokes. This one, though, just seemed to recap a few scenes from the game word-for-word and didn't really add anything funny to them: it just recreated them and had you guys laughing at your own inside jokes, dragging it out. It didn't even get to the end of the game! I had a lot more fun with the fart version since it was fast and funny, but that was a bit too one-note. My ideal version of this would be something as fast-paced as the fart version, but with your own funny dialogue and jokes that provide a unique take on the game to let us see another side of it.

Solid puzzler! I knew I was really going to like this game just from the great way it started, where the start button doubled as a mini-tutorial by showing you building a link: excellent design! The game feels great to play with tiny little touches that serve to build some excitement and pizazz, like the way connections explode in sparks and shake the screen. My only complaint would be that I'd love to see the game get more and more advanced as it goes, (it does slightly by draining time faster, but its not apparent enough to cause excitement). All in all, though, I still like it as simple as it is since it serves as a great little puzzler where you race against time and go for a high score!

An incredible combination of a sokoban/warehouse management game with a charming food service game! I had a blast managing both the stock and the customers, and loved how you could get some skillful play by choosing to either carry or kick items depending on the situation. That said, I did find the scoring system and slot machine really weird: I busted my butt one level and got a B, and then another level busted my butt just as hard and got an S just because the slot machine gave me some kinda 5x multiplier bonus. I'd just get rid of the whole slot machine gimmick and just have a nice story where days get more and more intense as you go on. Also, I kinda wish there was a way to turn around while standing in place, and if you could kick items directly into the trash instead of just next to the trash. All in all, it felt so good to juggle everything and made for some really frentic fun!

Pretty fun game with an interesting design to it! While the intro went on for a bit too long, once I got into the game it was worth the wait: I liked how each wave had me scrambling to reassemble my fingers in an optimal way to handle the onslaught. In terms of complaints, the player sprite being so pixelated was odd and really an eyesore: bad side-effect of scaling something down and compressing it or something like that. Bombs were a bit frustrating to get around: not only do they have a weird delay where the warning disappears before they've hit the ground, but you can actually be hurt by them in mid-air. I think the game has a lot of potential to it and I would love to see it polished up and expanded on, with maybe a story mode where each wave has the showman throwing more and more obstacles to keep the crowd amping up, and maybe you're rewarded for milking it with last-second dodges like Burnout or what-have-you; sky's the limit!

Really nice game all-around! Has some great puzzle design with some smooth controls (which have nice bits of polish to them such as coyote jumping)! The graphics are great as well: while they are a bit too zoomed out and tiny at times, the player has some really great animation to it, especially with the jumps and the trailing scarf. I have to say, though, that it might be a bit too blue overall: when everything is a shade of blue and white it's easy for things to blend together and cause you to miss elements. For example, it's difficult to see buttons since they are already so tiny, but also blue. Still, once you get used to it, it's a fun little romp!

Pretty neat arcadey type game! I wasn't able to get too far in it, but nonetheless, the game had a good, smooth and polished feel to it all for all elements: graphics, music, sound, presentation, etc. There are some elements I wish the game explained better though: for example, I didn't realize it was possible at first, but the ability to air control your skull after a grapple with the arrow keys was a nice touch. Similarly, I had no idea there was a power-up to let you fight back: I thought the thing floating around was another enemy to avoid. I felt like most of the difficulty actually came from the grapple, not the enemies, as sometimes the grapple would send me in a direction I didn't expect, and more often than that, the grapple would send me way higher than I wanted, leading to me flying into enemies I didn't have time to react to. Still, all in all, a cool, fun, experience, just hampered slightly by the difficulty!

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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