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FutureCopLGF

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Not bad! Was fun to pick up speed and dodge through the obstacles, and it felt like there was a good ramp-up of difficulty in introducing new enemy types and such. Game core is pretty good, so I think the next step to take it polish it up a bit, mostly in regards to the HUD: the cartoony graphics are ok, but get rid of things like the bland font/text, decimal numbers, and other oddities to make it feel more cool and stylish. I feel like the main menu should show both the records and the powerup info at the same time side-by-side: no reason to hide one behind a button hidden on the side. Also, there's a rumbling/bubbling/crackling sound playing constantly that kinda hurts my ears: consider changing that to something more muted, if you must have a ambient sound.

HeadbanGames responds:

Thank you, I'm glad you enjoyed it!
I started working on my next big game last month, and I'm still deep into it.
I'll probably stay dead on it for a couple more months.

I made this game as a fun little game-in-a-day project and ended up spending over a week on it :)
I do intend on doing periodically updates, with polishing, fixing reported issues and more features/obstacles and I wrote down your notes.
But I can't promise that will happen before July.

Pretty simple game, but fun as it picks up, and I very much enjoy the humorous little touches! Can be a bit frustrating at times when it generates what feels like an unwinnable pattern like knights stacked next to too many peasants where you just have to end up killing a peasant: it wouldn't be bad if killing a peasant only caused the king to lose a chance at regaining health, but since it makes the king lose health, it's annoying to get stuck in that situation. Wish the hit box of the sword was a bit taller as well since hitting bats can be a bit spotty at times and could use some forgiveness. I wasn't sure but it felt like the difficulty plateaus at a certain point, making me lose interest: unsure if there is an ending or if it continues to ramp up. Fun while it lasts though!

Really cool! Love the professional design in everything, especially in the really flashy and snazzy main menu, which is something a lot of devs wouldn't bother with, but I greatly appreciate the effort (though the checkboxes are a little confusing and not immediately apparently they are defaulting to checked). Gameplay was great and it felt so fun to keep getting new pieces and figuring out the best way to make your way around. I could see the intro being a bit confusing for people: I bet many people might default to hitting WASD and arrows and not seeing a reaction and thinking it's broken, but I see you made the handle glow to attract attention and I like the appeal of figuring out how the contraption works. I wish the screen wasn't so tiny for my old eyes: I understand it's part of the design, of course, because the real game is the bits around the screen, but I still wish it was possible to have a slighly bigger view. It's a bummer that the game doesn't save: I really wanted to come back and continue my last session! It's a good game though, so I don't mind starting over much.

Prox276 responds:

Thanks! I appreciate the feedback! I just fixed the saving bug. It's one of the things that work in the game engine, but not in the final build so I had to make some adjustments there. Kind of unfortunate that most people experienced the game without the saving feature I spend so much time on, but that shouldn't be that important. :)

Fun shooting romp! Liked the action which was fast and fun, blasting away and dodging enemy fire (germs?). Liked the little touches like the story, quests, and intuitive radar system. It did get a little frustrating at times with how often you needed to reload and how bullet-spongy (soap-spongy?) some enemies were, though I suppose this could've been intentional design as you are supposed to wash your hands frequently (hyuk hyuk), but still, maybe have some extra soap in the clip for a smoother, quicker experience.

Unfortunately got stuck in the end: was sprinting and bunny-hopping around to find the last toilet paper hoarder only to glitch into a wall and was unable to finish. Nooooo!

Very cool concept and fun to play! Reminded me of games like Armored Core or Virtual On as you skate around blasting bosses with crazy bullet patterns. At the moment, while it does have a solid core, it did feel like it had some issues with difficulty. A lot of the bullet patterns felt like getting hit was just a foregone conclusion at times: too many bullets going way too fast with no real way to effectively react and dodge around them and no dash/roll mechanic to help. The only aim being auto-aim made it difficult to lead your target too, meaning it was inevitable for the ball to get away at times (though maybe this was intentional so it could get to each peg before you win). It also got a bit repetitive: by the time I got to hole 10, the environments kept getting way too walled-in and annoying to move around in, involving a lot of dead time where you're circling around huge walls looking for an entrance, waiting for the action. Still had a blast sinking holes-in-one!

adriendittrick responds:

Thanks for the thoughtful review!
I agree that this game might be repetitive. The only reason why I have 18 levels is because it's a golf game after all.

At its core, it seems like a really decent game. Very cool puzzle mechanics, neat variations, and solid level design that introduces the concepts one-by-one and ramps the difficulty up gradually. For me, though, it is just way too lacking in any sort of polish or pizazz: no music, no sounds, simple graphics, etc. Just feels very drab: not even the buttons on the menu pop or highlight! I think this game can be something really good, but needs some extra time in the oven to make it shiny and feel good to play.

I'm too dumb for this game, haha. I barely made any progress unfortunately: only got to level 6 when others are talking about level 10! I'm just too frazzled from other puzzles, I suppose. Still, it seems well put-together and challenging. Mechanics seemed very intuitive.

Fun arcade action! I like the simple gameplay and like that the game allows you to take risky, dynamic moves like flinging yourself from ladder to ladder: if you had to wait for each ladder to go across I think the game would be way too slow. The game sometimes does feel a little RNG-dependent where you can get screwed on apples, or something they all spawn on the edges leading to an easy victory. Guess that's the break of having it be random instead of a structured puzzler. I had a good time with the game though: I thought it was gonna end at 16 apples but it just kept going, haha!

Very solid and impressive roguelike! Feels like the game is just very well put-together in all aspects and goes above and beyond with some nice polish to it. Unfortunately, I didn't make it too far: felt like the game kept screwing me over in terms of every enemy always being spaced the wrong way and I never had enough items to deal with them. That's the danger of these games in terms of luck, I suppose: when it all comes together it is great, but it can be easy to get stuck in a failure cascade. I'd say maybe allow some way to upgrade your character to make subsequent playthrus easier, but I understand if you don't want to compromise the difficulty as maybe there is a method to the madness I'm just not immediately seeing. I won't hold it against the game though and still think its great!

Not too shabby! Delivered a decent challenge and a good variety of mechanics to bounce around. Felt like the game had a cool difficulty curve to it and introduced concepts very well in initially simple patterns, but eventually complex patterns. Also had some nice touches to things like small screenshake and squishes for bounces. Real solid!

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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