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FutureCopLGF

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Pretty fun game with an interesting design to it! While the intro went on for a bit too long, once I got into the game it was worth the wait: I liked how each wave had me scrambling to reassemble my fingers in an optimal way to handle the onslaught. In terms of complaints, the player sprite being so pixelated was odd and really an eyesore: bad side-effect of scaling something down and compressing it or something like that. Bombs were a bit frustrating to get around: not only do they have a weird delay where the warning disappears before they've hit the ground, but you can actually be hurt by them in mid-air. I think the game has a lot of potential to it and I would love to see it polished up and expanded on, with maybe a story mode where each wave has the showman throwing more and more obstacles to keep the crowd amping up, and maybe you're rewarded for milking it with last-second dodges like Burnout or what-have-you; sky's the limit!

Really nice game all-around! Has some great puzzle design with some smooth controls (which have nice bits of polish to them such as coyote jumping)! The graphics are great as well: while they are a bit too zoomed out and tiny at times, the player has some really great animation to it, especially with the jumps and the trailing scarf. I have to say, though, that it might be a bit too blue overall: when everything is a shade of blue and white it's easy for things to blend together and cause you to miss elements. For example, it's difficult to see buttons since they are already so tiny, but also blue. Still, once you get used to it, it's a fun little romp!

Pretty neat arcadey type game! I wasn't able to get too far in it, but nonetheless, the game had a good, smooth and polished feel to it all for all elements: graphics, music, sound, presentation, etc. There are some elements I wish the game explained better though: for example, I didn't realize it was possible at first, but the ability to air control your skull after a grapple with the arrow keys was a nice touch. Similarly, I had no idea there was a power-up to let you fight back: I thought the thing floating around was another enemy to avoid. I felt like most of the difficulty actually came from the grapple, not the enemies, as sometimes the grapple would send me in a direction I didn't expect, and more often than that, the grapple would send me way higher than I wanted, leading to me flying into enemies I didn't have time to react to. Still, all in all, a cool, fun, experience, just hampered slightly by the difficulty!

Game is a bit of a mixed bag for me. On one hand, it doesn't really look finished and is lacking a lot of polish and content to it. I mean, c'mon, you can only pick Jotaro? What about Dio! Jokes aside, there's only one level and it's quite plain, the camera is way too zoomed out generally, and the game moves way too fast at times with little depth to it. However, on the other side, the game actually does have some polish to it, with nice things like a sudden death mode to avoid people taking too long after someone dies, AI bots (so many multi games lack these), satisfying punches with hit-stop, and explosions with cinematic finishes and so on. Also, the simple controls and fast movement can, in a way, give it a nice fast-paced, simplified Dive Kick-esque feel to it all. Basically, I think the game could be a lot of fun if you keep at it: its very rough right now but there are signs of potential here.

Solid game once again! Reminds me a lot of DED GUY, and just like with that, I had a lot of fun with it. Some of the controls were a little confusing at first, particularly with the wall grab where you have to keep pressing a direction into a wall to hold on, instead of being able to let go when you're attached to slide down slowly (if you let go now you fall). Also, I kinda wish, in addition to the 3-stage timer, there was a circular bar or something around your character depleting letting you see more accurately how much time you have left till zero: it's not necessary, but it might help reduce frustration by letting the player more accurately see their remaining time so they can time their jumps (though I understand not being able to see this is part of the appeal and challenge). Anyway, those are just small nitpicks and possible improvements: as usual, my only real complaint is that I sucked this game dry, including all of the 'randomly difficult' levels, and I want more, more, more!

Hahaha, I was wondering why it was so hard, until I got to the end after two levels: I guess when you only have that much, you gotta make it even harder to stretch it out! Anyway, this was a pretty cool experience: a hard as heck challenge with nice graphics, sound, music and presentation overall. It did kinda feel like it threw you to the lions immediately without even a warmup, and some of the things like enemies that explode and shower you with damaging projectiles were overly harsh, but for me, I enjoyed the challenge. I gotta say, though, that the jumping controls were really frustrating: I know its Castlevania to make it so that you have no mid-air control, but when you combine this with the really tight challenges you've built and the fact that the character has this awkward squat-delay before they actually jump, it just really didn't feel fair and good to play at times. Anyway, it's a nice little game that I'd like to see expanded (as long as the movement is a bit more smoother)!

Mmm, as a fan of Gyromite and other escort type games, I really want to like this game, and I do somewhat, but in its current state its a bit too frustrating to play. The fact that so much of the gameplay hinges on you having to move enemies that you can't see to press buttons you can't see, while synchronizing movements with other enemies you can't see, is a recipe for confusion and ultimately frustration. I think it's a neat idea and I'd like to see more, but something needs to be done to help the player always see the elements and information they need to figure out a solution, whether it being stuff like zooming out the camera so you can see everything, compacting the levels so elements are closer, slowing down the player movement so you have more time to make decisions, etc.

Interesting puzzler! Gets pretty hard really fast, and lays into you with the whole 'tricking slimes into moving objects for you' aspect, which was cool to figure out. Presentation was nice as well with good graphics and animations. Controls are a bit frustrating though: there's no input buffering so if you press a movement key even a nanosecond before your previous movement is over, it ignores the input, and this can lead to frustrating slowdown and unintentional moves if you're inputting in sequence. Also, I don't know why the controls were spread between keyboard for moving and mouse for shooting: I guess it makes sense in retrospect, but it felt weird like everything could've been done from just the keyboard or just the mouse (why can we not click on a square to move to it, for example). Still, had a fun time, even though I got stumped early, haha!

Nice little one-button game! In general, the game had some great levels to go through with escalating challenges and mechanics, it felt smooth to control and I had a lot of fun. I did think that there were some minor nitpicks to the gameplay though: I kind of wish that when you reach a wall, the character wouldn't just stop, but turn around and keep going automatically; I understand it if you're in the air, since you want to wall jump, but not when you're walking. Also, I don't know why when you reach a key door with a key, you bounce off of the door when it unlocks instead of going through effortlessly (you do in the air, but not on the ground). And that one level where you just have to trial and error which corridor to go down with no way to back out was a misstep though: that was just really unfair and unfun. Overall, though, nice game.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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