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FutureCopLGF

2,201 Game Reviews

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Cool game! Fun to learn how to move around. Sometimes it can be a bit jittery and janky to grow but it's all part of the fun. Wish there were more levels and mechanics, but it's a jam game and it doesn't have to overstay its welcome, and I liked how it had a story to it. I have no idea what happened at the ending: it was a bit confusing and abrupt. Also, I thought it was kinda funny that the creditssaid: Made for StuffedWombat when technically it's because I haven't clicked enough for it to say Made for Ludum Dare (maybe an intentional joke?)

StuffedWombat responds:

haha yeah the credit thing happened organically and i thought it was accurate and funny :P

the thing at the end is a super low budget bird ^^

Not too shabby! A nice point n click game that reminded me of Curse of Monkey Island. Felt like the puzzles had a good logic to them: never had to use an item in some non-sensical manner as everything made sense. Liked the cute graphics, characters, dialogue and sound effects. Combining items was a bit odd: for example, you can't combine the string with the fishing rod, you are forced to combine the fishing rod with the string. I think it'd also be good if you don't have to click and hold an item to use it, but you could click an item to pick and then click where you want to use it. Would love to see a full game like this!

Really wacky concept! A bit confusing to figure out everything though. At first when I noticed that stray shots spawn enemies, I though stray shots were to be avoided: like, I thought it was gonna be you go through levels of enemies and you have to watch your shots so you don't end up making things harder for yourself: count your shots and all that. But then I figured out that, while that is true, you don't want to spawn enemies to overwhelm yourself, you actually kinda do as well since that gives you more points! It's really wild: its like you are intentionally setting your own difficulty and building your own challenge based on how you shoot. It can be a bit confusing to learn the concept as it's not immediately apparent and could use some more tutorialization, but once I got my head wrapped around it, it is a lot of fun! Wish I could shoot diagonal, but it works as it-is just fine.

Cool game! I like playing these games solo and working with the whole split attention thing. Love how as the difficulty goes up and up you gotta wrestle with dodging the orbs and trying not to screw yourself over by dodging in such a way to save one and doom another. I like the presentation of the game as well: very simple and chill. I will say that I think the power-ups are a bit too tiny: could stand to be bigger not only to reduce eye-strain but to let you identify them better as well. I was having fun, and now I see that once you get to level 10 it ends, but I think the game needs some sort of sense of progression to it: I wasn't sure whether it was infinite or whatever. Maybe fill up a level-progression bar, or change colors to signify each level, or have two heart halves at the bottom of the screen get closer and closer each level, I dunno, something that lets you know you're getting closer to the end.

Very cool concept! Took me a long time to release what was going on though. I feel like the difficulty spiked way too early: level 3 introduced a bunch of crazy concepts which, while fun to figure out, was also pretty frustrating to figure out without any prior knowledge of how the game worked. I mean, prior to that level, you could win by just jumping! Suddenly you have to know how all these buttons work and that you can operate them from your past selves and that you can jump on your past selves corpses and so on: it's too much at once! The rules didn't seem to be consistent either: some levels seem to reset all of the elements upon dying, while other levels kept the elements there? Unsure if it was a glitch or not. Neat game and very cool concept, just could use some better level design to gradually introduce the concepts more intuitively, and some nice graphics couldn't hurt either to both fancy it up while also highlighting the mechanics more.

Very cool concept and execution! I enjoy it, but I will admit that there are some frustrations. The initial concept made me think that it was going to involve having to keybind a ton of actions, similar to games like QWOP or Receiver where every minute aspect of reloading a gun has its own button, leading to funny confusion as you try to remember the buttons. In this, you only ever need to code three buttons, so you don't end up with any hand-twisters like the game could've, I think. Not bad, but I feel it missed a trick there (maybe in a sequel?) Platforming was a bit frustrating since it did not have coyote time or jump buffering, leading to plenty of falls feeling unfair. I really like it when the green keyboard appears on the upper-right, letting you see what keys you have left: that should be there all the time! Both when you're selecting buttons to bind and buttons to recover! Dunno why it is hidden sometimes. Fun though, and I reached the end with a perfect run!

As said before on Part 1, sweet game! I did have some difficulties in this though: felt like I couldn't control my momentum through the level as smoothly as before. Part of it was because the game didn't reintroduce the controls and it started out difficult because it's technically part 2, and part of it was because there were a lot of challenging jumps and oddly-placed ramps that were actually kinda in the way at times, but maybe I just didn't read the terrain correctly.

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. :)

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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