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FutureCopLGF

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Not too shabby, but I feel like it's a bit bare-bones and way too simple at the moment in many aspects. I think the core is pretty decent: running to the right, strategically jumping/double-jumping to grab burgers to keep your stamina up while trying to get a high score is pretty fun. The music is great, and the game even has some nice touches like a bit of shake when you land.

However, I feel like the gameplay and progression is very minimal: once you've played it for a few seconds you've seen everything. The platforms are incredibly bland: I would much prefer the platforms to be something more colorful like floating islands with grass that have actual edges to them instead of just bland tiled brick squares. Would be nice if the platforms changed as you progress as well: maybe they get smaller or maybe some icey platforms or spike platforms get thrown in the mix for variety. Would be nice if there were more power-ups to spice things up or obstacles to contend with: maybe you have to throw your shuriken or slice through enemies while you're running. Furthermore, while the title screen is presented well with the text dropping in, all of the other events like speed up and game over are presented very blandly with no fanfare: it'd be a lot cooler if speed up was put front and center and had some confetti go off to celebrate you making it farther.

Basically, I think this game needs a lot more to it since Azumi deserves it.

Had a lot of difficulties trying to play this game initially due to some weird license validation, but once I refreshed it worked, and thank goodness it did!

Game is a pretty solid puzzler with a charming aesthetic and story to it. I like the mechanic of balancing moving so many opposing elements around and trying to keep track of it all and not killing yourself. I also felt the mechanics were introduced and tutorialized intuitively and effectively with the narrative. If I had some complaints, it would be that there were a lot of typos and mistakes in the text: it kinda adds to the goofy nature of the game, so it's not all bad, but it did kinda take me out of the experience since there were errors in practically every text segment. Also I felt like the game could stand to have some more powerful sound effects to accentuate certain moments, especially like death and victory, which are done in silence. Still, very nice game!

TristanMX responds:

Thank you! This game was made in 5 days for a game jam, so although it could had been bigger and more solid, I had a deadline to reach. My self imposed challenge was to make it semi-rytmic, and that was what I aimed for... sorry for the typos, as you may realized I'm not a native english speaker, some other where intended for the sake of silliness.
.. and while "fast coding" I may had committed errors without noticing. Anyway, thanks again for playing it 😁

I really like the charming and unique concept of this game and the cute presentation, but I had a hell of a time trying to actually understand and play the game at first. Once I got going and understood, it was alright and I had fun, but certain elements like not realizing how money works, having difficulties with depth perception in dropping sheep off the sides, accidentally dropping sheep off sides when I was trying to drop them somewhere else (kinda wish carrying and dropping were done by holding and releasing a button instead), feeling like it starts off way too difficult and you only win by just generating more sheep rather than actually playing well, and so on made it difficult to stick with it. Bit of a bummer that it doesn't seem to save, as I really wanted to go back and play more.

Very nice and charming game, especially with the presentation of the concept through story and art and music, but I really sucked at the puzzles, haha! It's really difficult to solve the puzzles because they are not only very challenging and mysterious (for me at least, but maybe I'm overthinking them), but unless you know the layout of the house and what objects are even there, you don't even know what you can look for in the first place. I understand having the game on a timer to make it more challenging, but it did kinda stink that it just seemed to go by so fast and you weren't able to pause to read, even at the start. Having the two objectives of 1) find the object and 2) use the object in a location was a bit of an info overload initially as well: might work better to just be the one objective only to keep it simple. I did still like the game, and I understand the use of a timer to create a manic atmosphere (and I like the music's increasing intensity) but hoo boy was it rough at the start!

If I was to rework this, I think it would work better if in phase 1, where you are finding the object, you are given infinite time, but only three attempts at searching so you can't just search everything. Then, when you find the object, phase 2 would give you 30 seconds to find where you are supposed to use the object. I think that might give you the best of both worlds.

Very cool! I tried to go around and see how many Newgrounds references I could recognize, and I did better than I thought I would! Nice to feel in tune with this site which has given me and everyone else so much.

I probably missed the boat on this one: bit of a bummer to have a multiplayer game with no players to play against. Wish there was bots or some other game mode to play for single-player. I had a lot of technical difficulties at first too: the game didn't seem to capture my cursor so aiming made my mouse leave the screen. When the game did eventually lock my cursor properly, I did have some fun swinging around the level and shooting off the guns. Does seem a bit bare-bones at the moment though: I'm fine with the art being simple, but the gameplay seems very basic with no objective or pizazz to it, and it's missing essential things like reloading animations. Again, Can't say much since I missed it when people were playing, I suppose.

Very interesting game! A bit too confusing for me to comprehend at times, however, and the progression curve seemed very odd where it took a bit too long to get to the real cool part of the game (though that might've been from me having difficulty telling what the heck was even going on at the beginning when generating things). Lots of elements of the games seemed a bit clunky and frustrating to figure out: for example, the mini-game with things and anti-things was blocked by the buttons so even though I figured out to hover over anti-things the buttons blocked me, and moving friends around to build things was odd as they didn't seem to build in a logical manner: I kinda needed to stop and start moving and fidget about to get them to respond. I did love the really cool transitioning between modes and the sense of escalation and craziness which was accentuated by the musical changes which you've done very well in your previous games, so there definitely does seem to be 'something here'.

adriendittrick responds:

thanks for sticking until the cool part :)

I love the goofy aesthetic of this game that is told through it's comical story, art and animations! However, the lacking element of sound really hurt the game: I would've loved to hear the main character gobble up the enemies, among other things. Enemy attacks seemed abitrary at times as well, with no sound or animation cues to signal them that I could tell: I'd just take damage for some reason not apparent to me. Some of the platforming was a little glitchy at times, and the upset stomach mechanic was a bit confusing: I thought at first it was only happening when I overate (on a full energy bar) but then it just seemed random when it filled up or didn't. With some more polish I think this game could really shine though, since it was still fun to play just going on its comical presentation.

catproX responds:

Thanks for the awesome feedback. Completely agree with the mechanic concepts. The game jam was a great experience and one of the lessons learned was about sound. I was able to grab the music from Freepd.com, an excellent tip from GeoKureli. What sound effects I was able to find were pulled from opengameart.org and hastily thrown in. In the future, I look forward to working with the talented composers on the site.

Pretty neat game! I enjoy the gradual increase in difficulty and the way the levels teach the mechanics in a very subtle and intuitive way, such as forcing you to walk past some example plankable areas with a carpenter so the player sees how they work, and how levels have good 'gotchas' areas where you'd get stuck if you bring everyone there too soon in the wrong order. Definitely pretty good, though there are some annoyances. The art is a bit too dark, gray and drab (I know, it's intentional, plague-times and all that, but still, it shouldn't hurt the gameplay) and it makes it difficult to tell puzzle elements apart in the environment. Also, it is a bit annoying that the game doesn't seem to have a restart button, nor a save feature: I got stuck and had to reload the page, only to lose all my progress, which was a bummer since I was having fun!

MonoFlauta responds:

Thank you a lot for playing it and featuring it on a video.
The restart button is pressing escape if someone find themselves stuck. Sorry about that!
About the game, we are planning to make a new version keeping the mechanics. As this one was made for a game jam, there are a tons of things to be poolished.
From what you meantioned, we are planning to make things more clear for the player. The levels will be more lighter and the models will have bigger differences. Hopefully, these changes will help.
Thank you once again for your review and for playing it!

Very nice example of edutainment! Learning can be done as you've deftly shown with the game, which is not only educational but very fun to play. The game doesn't just tell you how to feel, it illustrates the points perfectly through game play elements. The unfair struggle of dealing with incubation periods, the difficulty of lockdown and reacting fast over an uncaring populace, the tenseness of waiting it out: the feelings you feel during the game reflect the feelings people have dealing with this. Had a lot of fun with this and could see it having even more levels, but perhaps it is best as it is: short and sweet.

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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