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FutureCopLGF

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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.

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.

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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