00:00
00:00
FutureCopLGF

2,253 Game Reviews

787 w/ Responses

1 reviews is hidden due to your filters.

Interesting game! I haven't made it fully through yet: I suddenly died(?) for no reason when watching a sunset. I'm assuming it's a metaphor or something, but that was a really weird experience and kinda killed my mood (though it did make it intriguing and make me want to figure out what the heck happened). While the game is cool, it does have a lot of little annoyances to it. There were a lot of elements that wouldn't highlight when I hovered over them despite being interactable. Elements like the back arrow and the menu needed to be scrolled over to, which was odd, considering they should just be placed in a definite, HUD-like position on the screen, like other menu elements were. There were times when the text was someone else like Skye speaking, but the game did not put the name and color to indicate it was the case, leading to confusion. Nevertheless, I do want to get back into this game since the great art builds a nice atmosphere to it.

josieking responds:

Thank you for playing! I agree! I'll be the first to admit that it does have a lot of minor grievances – some in part to my lack of experience and other factors such as time constraints played a big part (not making excuses though, I take full credit for that.) I was learning how to do things as I went and looking back, I'd definitely do things differently if I were to try again. The art was my biggest focus so I'm glad it adds to the atmosphere but regardless, thanks for bearing with me!

A nice text-adventure! Seems to have an impressive amount of variation/routes to it, along with wonderfully funny dialogue and all sorts of crazy situations to read though. It was a pleasure to curl up, chill out with the jaunty music, and experience the life of an Alex. I gotta come back for more routes!

TheFerridge responds:

Thanks so much for the kind words, I'm happy you enjoyed it! :D Trust me, if you haven't found the time travel scenarios yet, you ain't seen crazy

Not too shabby! I think it's a neat concept to work with, and the presentation is pretty solid with cool visual elements like the objective beaming in as it moves around, a HUD arrow pointing in the right direction, and nice explosions. It's cool to battle through the chaos as you chase after the objective and contend with your backwards firing gun. I had fun, but right now it feels like it is lacking a bit though: maybe I didn't play far enough, but the game kinda gets old quickly. Would love to see this expanded on with more varied elements. For example, I think it would be cool if you kept running out of ammo and had to pick up various types of broken guns to work with: a gun that jams and you need to jump to fix it, a gun that blasts you backwards, and so on and so forth.

JauqGames responds:

Glad you like the game.

The game does lack a good quantity of content, but then again I only had 48 hours to build this game. I definitely like a few of your gun mechanic suggestions and I'll keep them in mind If I ever decide to make a "fuller" version of this game.

Short and sweet game! I'm a Homestar Runner fan, so the nostalgia is strong with me for this one and I liked seeing the various references. Loved the Atari-style graphics, explosions and sound effects. I had a good time with it, but I did have a few complaints. One, the navigation is a bit odd: I kept thinking that the down arrow was to go 'backwards' instead of going 'down' on the map, and similarily I through right and left were to turn 90 degrees, not just go left or right on the map. Bit confusing since it kinda clashes with how these 3d puzzle mazes usually work. Two, I wish the game was even longer with more levels that had more funny references to experience! Still, it was a nice time, and I got to kill a freakin' duck.

Really fun and charming game! It's like a rapid-fire Papers Please type of game where you really gotta flex your speed reading skills. I loved how you had 'gotcha' elements in there, like 'murder...mystery movies' and 'assassin...'s creed' that could trick the player into passing on a viable cutie. I have to admit, though, this double tricked me at first since I thought I recognized this trick but then didn't see another mention of murder, leading to me misinterpreting it, haha. I really loved this as it is and would love to see it expanded even further: maybe harder difficulties make you have to additionally look at their picture, or flip through a multi-page bio? Nice work!

It's alright and I think it has a lot of potential, but it needs a lot more time in the oven before it can become something great, I think. A lot of the text has typos and grammatical mistakes in it which lead to the story not being taken seriously. The battle screen, while cool looking, goes too fast, lacks damage feedback/numbers when players or enemies are attacked, and lacks item/ability descriptions, making it frustrating to tell what's going on. Buttons are all over the place and inconsistent as well: why is the backspace button used for backing out of menus instead of the go back/cancel button? Also why does the menu not actually display the correct amount of health that the players have? And to top it all off, the first level is a sewer level, which is a cardinal sin of levels, haha (I'll allow it for this though). Would like to see more of this if these elements get ironed out.

Love this game! Love the feeling of getting better and better at grasping the drifting controls. At first, I might have to turn 180 degrees to slow myself by starting the drift too late on a turn, but later on you can get better and more efficient at turning only 90 degrees. Feels like it really rewards skillful play and player expression, and it's all put-together with cool graphics and music. I liked how you're given a free infinite space to drive around in a tutorial as well. My only complaint might be that I don't really like the energy system: it feels so bad to lose by running out of gas/energy. I would much prefer a standard lives system instead where you lose a life by damaging yourself or falling off and so on. If you want to keep energy, I would put that in an alternate hard/pro mode or something. Nice work on this!

UltimoGames responds:

yeah I hear it sometimes, that people don't like the energy bar.. Some do.. Thanks for the review FuturecopLGF! Glad you like it !

Not too shabby! I do like the gameplay and while I was initially a little confused by the tutorial info text dump, I was impressed at the attention of detail you've given to the HUD and UI elements, as well as general presentation, since it really allows the player to soak in the mechanics and learn everything in a visual way. That being said, I did dislike how despite being able to hover over a player to see how far they can move, you can't also see how far their attack/spirits can spread as well like how games like Fire Emblem do. Also, I felt like the game was really slow: instead of being short and sweet puzzles, it was long, tedious chase sequences where you need to keep waiting and waiting for way too many turns, watching the enemies move and their spirits spread in, and out, several times. When I lost, I couldn't convince myself to continue because I would have to wait for so long to finish a level. Basically, I just felt like the difficulty spiked too early and levels go on too long, but otherwise, the game seems very well put together.

drewby-games responds:

Thanks for playing, and i appreciate such a well written review/cricism. Totally agree that levels are too long and the game is too slow. adding spirit on hover when not moving them makes a lot of sense too! Id love to have levels as short and interesting as Into the Breach, for example.

I hope to continue to work on the level design, speed, and difficulty in the future!

This was a really charming game that really hits everything for me! Very cute music and graphics, nice story and concept, solid, smooth and intuitive gameplay with varied and challenging mechanics, and to top it all off, it's educational! I think my only complaint was that there was a bit of a boring middle part, where you have already seen everything the game has to offer and the difficulty isn't ramping up anymore, but you haven't saved enough people to see that you're making meaningful progress. Because of this, I was tempted to end the game since I thought it was just going to loop forever without any more progress. However, I did eventually get a big boost of lives saved which drew my attention to the top-right bar making significant progress, which bolstered me to make it to the end. Nice work!

MartinJacob responds:

Thank you so much !

The game is meant for all age groups so we had to cap the difficulty eventually.
In future releases we'll be including difficulty levels to challenge skillful players such as you !

Solid arcade action! I like how colorful and explosive everything is: it makes the entire game a delight as even a game over is a cool and fun event where stuff explodes! I was initially confused by a few elements, especially since the instruction screen went by so fast without waiting for my input to confirm. Dropping segments of yourself is actually pretty cool, like laying mines, but initially I did not get how to do it effectively and was scared since I thought it was hurting myself. I didn't know I could finish off spinning/stunned enemies by bumping into them again either: I just figured I could only stun them and that was it and I'd need to keep stunning them to keep them away. If these elements and more were explained a bit more clearly or something with a better tutorial or demo, I think more and more people could appreciate how fun this can be once you get the hang of it!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

Level:
19
Exp Points:
3,952 / 4,010
Exp Rank:
13,857
Vote Power:
6.13 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
43
B/P Bonus:
0%
Whistle:
Normal
Trophies:
11
Medals:
3,326
Supporter:
5y 27d
Gear:
1