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FutureCopLGF

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It's an interesting concept, but at the moment, the execution seems lacking. The text is going off of the screen, it keeps freezing on me, the perspective can be a bit confusing when trying to catch food in the ocean, and I'm not sure what the differences are for the blocks. While I was able to eventually catch some food and build a nice island for it with railings, the bear just stayed stuck in his starting zone.

Pretty neat game! Presentation, music and sound were altogether good and it was a neat concept for the auto-shooting that was fun to work around. Felt great blasting through the enemies and boss. I felt like the movement was a bit too fast, gravity a bit too hard, and way too wall-clingy, which made it difficult to control, but you get used to it and I still had fun with it. Also wish the mobile elements were removed since it kinda reduces the playspace to a very small area when I'm trying to play this on desktop. Would love to see even more levels!

Pretty cool game! I like the puzzles and how tricky and mind-bending they can get at times! That said, I do feel like there is a bit of a difficulty curve problem, with the first levels being easy and linear, then suddenly a really hard level, then easy and linear, then super hard. Maybe move around the levels a bit and add some more 'learning mechanics' levels. Also the movement can be a bit frustrating: feels like you're moving through water, or even tar, with how slow you go. Also it's a bummer that it didn't save my progress.

HartfordGames responds:

The slow movement is not intentional but a lot of players have reported this issue. Unfortunately the only workaround I have right now is to turn off the effects.

Thanks for the feedback.

Haven't made it through fully, but the game does some interesting stuff! The beginning is pretty anime and could be a bit boring for most to get through, so maybe the hook should come a little faster by cutting down on the text (then again, wordy prose is kinda how these anime VNs work, so it can be forgiven for it being intentional). I like the whole meta aspect where you have psuedo-discord pop-ups and such to contend with, taking you out of the game a level, and the choice between spoiling your score or responding.

Solid all-around! Love the presentation which gushes style and professional with its cute art, bouncy animations, goofy font, great music, funny concept, and fast-paced shooting fun. Felt really well put-together and impressive. My only complaints were that it ended too soon and I feel like it didn't explore the concept fully enough for my tastes, leaving me hungry for more!

Pretty epic game with a good and funny concept that is a nice twist on expectations! Love the Gyromite and Warioware style gameplay where you scramble to understand the situation quickly and think outside the box. A little bit frustrating at times, like how you want to just place down a plank but you have to throw it, but otherwise good. My only real complaint is that I felt like it ran out of jokes too quickly. I was expecting each level victory to have new funny dialogue from the ghosts, or each level death to have Jerry do another stupid thing to ruin the party that you could laugh at, but the dialogue started repeating way too early! Also, the game was great and I wish I could play more levels of it!

Pretty fun! I was initially confused by the setup as I thought the ghost that appeared on death was shooting at me, not the enemies, as a way to make things harder and harder, but little by little I grasped the mechanics of the game. It might need some better explanations in game, such as maybe having a ball of light spawn when you level up that goes up and damages the curse bar, showing your progression: stuff like that. Would also love more chunky effects, like bits of bone blasting off skeletons when you hit them with bullets, not just kill them, to make it even more exciting. In the end, it's a pretty solid shooter that gets chaotic in a fun and good way!

An interesting concept, but I'm not sure how to play the game in the best way. I was expecting to draw fun ramps and maybe block the character with walls to dodge obstacles, erasing them to let him proceed, but none of that seemed to work as the character can barely walk up an incline and is stopped by a slight stair gap. In the end, I'd just draw a line covering the ceiling to block falling spikes forever and then draw inside the character to glitch push him towards the ending. The physics for the spikes weren't the same every time they fell so it led to some frustrating and unwinnable situations. I do enjoy the goofy presentation with the nice little touches like the paper scrucnhing transition, however.

Hmm, not much to this, at least from what I can tell. I'm worried that maybe I missed something: there was so little to do that I was expecting some sort of crazy twist once I caught a few fish, like it would transform into something else more exciting. Controls were confusing to learn as well: I was expecting to click in the water to cast my lure there, not click on myself and drag. Not sure if it's a multiplayer game? If so, maybe I missed the boat.

austineast responds:

it is indeed a multiplayer game! and yes, the most you are able to do is fish - a little sparse, but thats what i was able to accomplish during the game jam I made this for. regardless, thanks for playing, and i appreciate the feedback :D

Pretty cool game and concept! Nice to see this make what is a good experience of an escort-based game. Makes me feel like a tank in an MMO. I wish the enemies would splatter their particles on death away from my shield so it feels like they smacked themselves against it more. While it's a simple game, I think it's pretty intuitive at communicating the mechanics without words and it has a good variety of well-designed enemies and challenges.

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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