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FutureCopLGF

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Pretty decent game with a neat concept! I enjoyed trying to collect all the people into one line and lead them together through all the obstacles that threaten to disconnect them to the finish all at once. It's pretty bare-bones at the moment, though, and I feel like the concept could be communicated a bit better. I couldn't even tell that a line was forming or why the tether was breaking on the first level: perhaps the first level should be more linear to start with instead of having verticality. Also, perhaps people in line should be closer to each other so it's more obvious they are forming a queue, and perhaps the tether should thin itself or turn redder and redder when you begin to stray far enough to break it so it's visually apparent how it works. Would love to see this get improved upon and have levels with medals where you try to get optional perfect chain finishes!

keybol responds:

Thank you! There are definitely a lot to improve here and thank you for the feedback. I'll keep them in mind. We also want to explore this chain concept!

Very charming game! Loved the art and presentation, loved the way you crash down to Earth, and I especially liked the Katamari-esque discussions with God after each level where he either cheers you on or keeps telling you how you misinterpreted his will and blew it (like I did constantly haha). I think the game really shone when it came to determining how to interpret God's will, and it's for that reason that I felt like stuff getting in the way, like trees shooting projectiles at you and making you respawn, and how people could run off screen to escape, just got in the way. Loved the replayability that the game has with the different endings and way the world changes based on decisions: great job!

adriendittrick responds:

Thanks for the very nice and thoughtful review :)

I couldn't make it past day 10 and threw myself to the outside world in despair, haha. I had a good time with this, though! I'm not usually one for warehouse/block-pushing puzzlers: I usually just suffer through them to play the rest of the game, like Lufia 2. However, I feel like the concept/theme for this was wonderful and really sold the game by showing it in a fun and goofy light. Some of the mechanics were a little confusing at times, like how to watch TV you need to approach it from a bottom space away and go up to it, whereas if you come at it from the left and go up, you'll push it away without watching.

adriendittrick responds:

thanks for trying anyway :)
Yah the mechanics were mostly cobbled together in one day!

Pretty cool from a presentation perspective: game has a good look to it and is fun to admire your building and army of ants moving about and fighting. Currently however, it is a bit directionless, with no real goal, and ambigious to tell what is happening sometimes. Doesn't help that currently it is a bit too easy: I had my queen right by a hole by accident so it was constantly being attacked. I was frustrated I couldn't correct this mistake by demolishing the hole or moving the queen, but the queen was never hurt too bad to be killed despite it. If the game is expanded on with some more content and goals, I think it would synergize with the already good visual setup for a neat game.

Not too shabby. Basic gameplay of shooting through enemies is pretty fun, and the game has some decent production through little touches like the transitions between levels. However, the difficulty can spike in all sorts of places, particularly when dealing with the splitting mechanic, which in my opinion just feels like it doesn't work. The levels which make you split to stand on two buttons made me wish the split that moves had the gun, since if I shoot the gun the split might recoil off the button I placed him on, and if it was at least the other split who had the gun I could move to correct. On the other side, the shield enemies make it so you want the split that moves to not have the gun since it needs to draw attention. Feels like the split has been...split, haha. Not to be cynical, but I just feel like the split mechanic was shoved in there no reason other than faux novelty since it doesn't feel like the game gels with it both mechanically and thematically and it needs to make problems to justify its existence. Still, it could be really cool if fully fleshed out, and I still had an alright time with the game.

Cool introspective game! Even though a lot of people will probably call it edgy or navel-gazey or what-have-you, I think it's very accurate to the thoughts that I and plenty of others have been having during this period, and it was fun to go through it. It was ok for me, but I could see some people falling off potentially: perhaps get to the twist/hook faster by sprinkling in some clues or tidbits earlier. Could also maybe use a bit more polish in it, like giving the text box a border and maybe even sound effects when text is being written (unless you think that would detract from the sullen atmosphere of the game). Anyway, I had a good time and it was nice having this conversation.

Side note: I wouldn't even bother having the psuedo-pc-game in there: just a pic of the character playing and commenting on it would be more consistent and better since the game a bit too drab and boring and it takes away from the actual game, I think (whereas if the psuedo-pc-game was good, it would detract from the real story so it's a lose-lose).

GabeMalk responds:

Thank you a whole lot for your opinion, your criticism was really insightful! I'm now wondering about a few changes for the full release.
I'm glad you've enjoyed the conversation :)

This was really awesome! Really well put-together in all aspects: great art, stylish visuals, juicy, great-feeling gameplay, all with a charming concept that is delivered through the text-popups, cutscenes and so on. There were some confusing aspects: most of the time shooting a heal at an enemy would heal it, but the humanoid type enemies (which I still don't understand) could be damaged by heals to a threshold until they get healed? Also the bars were confusing: I didn't actually realize my party members were hurt, I thought the silver indicated an overheal or a shield, not missing health. Still, these are small nitpicks: I had a blast!

Wow, really solid game! Great concept and execution with awesome art, music, sound and any other game elements you can think of. While there were a few bits of confusion I had, it didn't really detract from the experience as it just felt so good to play.

EDIT: Those bonus levels were incredible! I thought you actually peaked too early with the chase sequence, but whoa nelly was I wrong! Great challenge and so much fun!

Execution seems a bit lacking on this. Menus are bland and boring, barely anything is explained in game, text goes off of the screen, sounds get cut off, game seems unfair and difficult to win, enemy score is glitchy, toilet paper receptacles were intuitive, and so on. But I gotta say, moving the cart around felt really, really good: I loved the feeling of speed and drifting and found myself having a lot of fun ignoring the game and just pulling off tricks like a reverse 180. The core shopping cart controls feel great, I just need the rest of the game to match that profressionalism.

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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