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FutureCopLGF

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I mean, there's certainly some nice art in here and it's wonderful to see so many people collaborate, but if I have to be honest, this presentation is incredibly lackluster, being your bog-standard uncreative slideshow with absolutely no amount of pizazz to help elevate the experience. Where's the music, where's the animations, where's the gallery view, heck, where's the navigation UI? I mean jeez, it's almost impressive how low-effort it is: I don't think you could mathematically get any lower, this is like absolute zero!

In addition to that, there's not even any artist credits next to the work, nor a link to their NG profile page, so if I like a piece of art, I don't know who I should be potentially following or getting a commission from (except the ones who signed their work, which some artists prefer not to do)! Shouldn't that be the main focus for these collabs, to get eyes on these cool artists?

Again, heart's in the right place for getting this together and all, but you've got to craft a better way to present this art to get people interested and make it fun: the artists did their part, now it's up to you!

ElRandomGMD responds:

This game was made on Bando's Comic Wizard by @KittyhawkMontrose, it not have many features, but she said that in a future will be add them.

AlexToolStudio responds:

Hey it was Kitty idea to use her maker

TigerPlushiefire responds:

be patient. I mean its bad but theres art that we all made for the collab and still people blame Alex for its problems on the collab even chagnoda is makings its own version of n64 collab.

MOHD5aqer responds:

@ chdonga actually has plans to remake this collab with an actual game engine, music, slideshow ui, and a kiddie zone for the mspaint stuff, so probably keep an eye out for that

I gotta admit, as much as I wanna write this game off as being overly simplistic and dumb, you got a big laugh out of me when, after everything being so calm and boring, suddenly this epic music starts playing as this little critter slides in! The comedic timing was incredible, and surprisingly, the way the game escalated from there with new enemy types wasn't half-bad! Somehow, this little game got me to stick with it to the end. I'm a weiner!

Not too shabby! For the most part I found this to be a rather fun little point-n-click adventure, and a great nostalgic fit for the flash forward jam.

In particular I was really impressed at the level of interactivity the world had: where most games only let you interact with the core elements, this let you click on anything and everything and had tons of funny dialogue and reactions!

That being said, the game was a bit slim in terms of content and challenge, and the UX was a bit rough in that the player is forced to be too delicate with what they do. For example, I softlocked myself by putting a dollar bill into the door but backing out too quickly before the animation fully played out, leaving the door still locked but my dollar bill gone! Ideally, the game should unlock the door immediately once the dollar bill is used, and the animation should just be a bit of a bonus but not integral.

Shows some potential to be a nice beat-em-up, but at the moment it is very rough and needs a lot more work. Just doesn't feel that satisfying due to the dull, lifeless and disconnected feedback for hits, spongy brainless enemies that don't vary in any significant way to spice things up, a lackluster player moveset which devolves the gameplay into just spamming one button and never being sure what finisher you're going to get which makes it hard to plan, and questionable strategy as enemies keep hitting me despite me laying into them. There's also a lot of weird bugs, like how it shrouds a pit in darkness so you can't see it until its too late. Best of luck!

speed8327 responds:

ദ്ദി ༎ຶ‿༎ຶ )(੭ ˊ^ˋ)੭ ♡ Thanks for the honest feedback. Yah I agree, there are still room for improvements. Some of the issues are already fixed in v0.7. Hope to make a full game 1 day out of it.

Hah, this is quite the charming little game! The premise and dialogue were very amusing, the game looks and feels great which leaves a solid first impression, and I loved all of the little interactables that you could look into for extra flavor, like the sink that keeps track of your washes and all the other bookshelves and doors and what-have-you. Always really love a world that has a lot to examine beyond the core elements needed for story progression: feels like it enriches the whole experience, makes you feel immersed!

Unfortunately, in its current state it is quite lacking in content as the story ends almost as soon as it started. Certainly got potential though, so I look forward to the eventual full release! Still not sure what it is exactly going to be: if it remains just an adventure where you talk to people and interact with objects, that's fine, but I wonder: maybe it'll have some puzzles or combat or dialogue choices?

Certainly a bit of a technical marvel with the way you got the psuedo-3D to play out (though it is a bit goofy looking), and the gameplay is a decent arcade experience with a nice sense of tension and good escalation from a lot of interesting enemies showing up one-by-one such as the Mario Boo-esque ghost that tries to sneak up when your back is turned and the camouflaged tree monsters. It's a bit bland, but not too shabby!

Unfortunately, as much as I tried to treat the unwieldly controls as part of the challenge and master them, like how some people say Resident Evil works best with fixed camera and tank controls despite being a bit awkward, I just couldn't get past it and would feel really frustrated when I get killed due to not being able to rotate that extra few degrees because I'm on the edge of the screen! I'm guessing there is no way to force a cursor lock in Flash like you can in other engines like Unity? I appreciate the creativity in trying to find a solution through the use of the deadlock bottom bar in a sort of Apollo 13 way, if you get the reference, but it's just not good enough, haha.

Pretty neat little game! Impressive in terms of graphics and also the assortment of fancy wands that you have to play with. It doesn't quite have enough meat on its bones to make me stick with it for long (more interesting escalations as the score gets higher would be neat) but I still had a good time with it. Nice work!

RunicPixels responds:

Thank you!!~!

Wow, this was a pretty cool game! Absolutely love the intro in how it lets you subvert the premise, and the sense of escalation and momentum that the game has by use of excellent musical cues, evolving enemy types, challenging level layouts and so on feels fantastic and you just can't tear yourself away once you start playing! The slow-mo effect when you munch someone is just so satisfying. The movement controls are pretty tricky to master and it can be a bit annoying bumping into walls and such, but you just gotta love that heroic monster!

I will admit, though, that I rage quit once I got to the shield enemies! I think they are a good escalation in terms of enemy design, but man, something about bumping off of them just really gets under my skin. Once I cool off, though, I'm coming back to eat them: just you wait! Wish I had a continue option so I could get right back, but I don't mind getting a bit of practice in by going through it again.

EDIT: Hah, I did it! Munched those shield guys once I figured out the tech and munched that final boss down: what a great short and sweet adventure this was!

DavidMarchand responds:

That was a wild ride of a comment! Thank you so much for the thought and time you put into it. I apologize in the name of shielded law enforcers everywhere.

Cute little game, but the audio mechanics didn't seem to work for me? When I called out to the dogs, it didn't feel like the sound was coming from any sort of direction, instead always seeming to be coming from a neutral center. Because of this, the only way I could find the dogs was from volume alone, which while good enough to get me through the game, it felt less satisfying and a bit awkward, particularly because the volume remained practically the same level until you were right on top of the dog. Perhaps I just have bad headphones? Anyway, it's a decent idea, albeit rough in its execution and would've loved to see it expanded upon a bit more (like maybe it gets harder, with other competing animal cries drowning out the sound or something)!

Hmm, not much to say about this one! It's a decent endless Bust-a-Move-style arcade game with a slightly interesting combo mechanic that makes it where you need to weigh your shots so as to balance keeping your ball count high and destroying blocks close to the bottom. Not bad, but not really that great or memorable as it's quite dry, bland and can get tedious since the gameplay doesn't seem to evolve significantly as it goes. It's ok for a small bit of fun, but then you move on!

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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