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FutureCopLGF

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It's interesting, and a cool story with a lot of intrigue, but it felt like I was waiting forever for the game to actually start. First came the arrows, but two of them lead to immediate dead ends, so it wasn't really a choice at all. Then when it came to the minigame, it counted my left click to start as the wrong hand to start so it dumped me into the bad ending, which was a real bummer (and when I tried to restart to try again I couldn't move the mouse to proceed). There were a lot of typos in the story as well which kinda killed the mood at times. I think the story had some cool ambience to it so I think there could be some great things in store for future projects.

GameDanTeam responds:

Thanks for your message.

The choice of the arrows it was only to show the different parts of the ship, the script has no different ways at this part. We worked with a small budget in our first Visual Novels and there are a lot of things that could be improved. Our future Visual Novels will feature Digital Art and will be far better.

The issue about the left click was explained in the line "Remember to start with the right button.". You are not the only one that died this way. In a next version we'll solve the issue to retry and see the good ending, also the bug of the mouse when restarting the game it has been solved in other of our games. We'll work to fix these two issues.

Please, check out our other games, we hope you'll like them.

Thanks.

Awesome puzzler! This game is peak cool, just like Jay. I loved the goofy art and presentation of the game, combined with the funny story that served as a great hook to get people to beat the whole game and determine whether Jay's journey was worth it (it was). The puzzles were no slouch either: they were nicely designed with a very good tutorial/onboarding process. Flow was pretty good at building up the difficulty bit-by-bit (with a difficulty spike in the middle), introducing mechanics, and ending with a nice simple victory lap where you make chains of cops and followers for an elegant synchronized traffic accident. Graphics were a little goofy at times with the HUD being cut-off when the game zoomed in at times. This game is too cool for school!

Neat puzzler! Was a good experience, but felt like it could use a little bit of polish. Graphics and gameplay were a little glitchy at times with platforms overlapping in weird ways, and tutorial prompts would overlap and leave way too fast before I could read them. Felt a little empty without more music and sound. Input can be a little frustrating as when I tried to go fast it would eat my inputs and send me flying off the wrong way. There was a huge difficulty spike as well early on when it came to the 'find 6 keys out of these bunch scattered around', but it was nice to be challenged.

I really want to like it since I really like grappler games, but man, I just cannot get used to the controls. The whole Q/E strength mechanic seems really unintuitive and I just can't tell how much strength is actually being used, nor if I should press or hold the keys. The grappler seems a little glitchy as well, shooting through walls occassionally. The game just seems to get way too difficult way too fast, maybe it assumes that I would've played Swingin' 1 beforehand, perhaps. I still do appreciate the funny presentation, especially when it comes to the ragdoll physics and the popping of limbs: it made my constant deaths a little less frustrating by making it quite funny.

nulledwine responds:

Thanks for your honest feedback.
I have had multiple reviews concerning the grappling bugs and the Q/E strength mechanic. I will be working on fixing that.

Seems to be very well put-together: graphics and presentation are very cool, music and sound are great, enemy variety is diverse with cool strategic elements to consider, the game has lots of nice little touches like the rolling cinematic start and the tank treads getting bloodied up, and so on. Having said all that, though, I feel like it still needs a lot of work in terms of gameplay. There's no HUD to tell you crucial information like your health, ammo, score/progress, controls and so on, and without it I couldn't even tell when the game initially started. The bridges, which a nice graphical effect, are very annoying since they hid enemies for me constantly. Feedback was wonky as I couldn't tell that running over enemies hurt me, nor when I was out of ammo. Wasn't sure what the game was: if I was actually making it to the end of a level or if it was just endless. People will probably suggest making the tank turret aim with the mouse, but the way the enemies are designed doesn't work for that and I don't think it's necessary to make that change. I think it has a really good core and just needs some help to make it great! Will look forward to a final version!

Cloud-yo responds:

First of all, Thank you for taking the time both to play it and to write a review. I appreciate all the compliments and your notes, I will say this, in the info for the game I had to specify that it is necessary to click the full screen option for the game. for some reason I cannot get the game window to resize properly based on the display. So, if you try again and use full screen you will see the whole UI, you will have a wider view of the game and a little more room to maneuver. I have tried using the mouse to aim, but it has made the game harder to play. Please, if you would try it again full screen just to see the rest of it, I am particularly proud of the score element.
Thanks again!

An interesting game with a neat presentation, but I didn't think the text adventure generated any really interesting stories. The intro cinematic, while neat, was very slow and unnecessary when the intial text already summed up the plot. I did like the interesting computer interface that the game is played through. All the stories seemed to be very simple: there were a couple of neat and goofy ones in there, like devoting my life to a rock, but most seemed very drab without any really unique choices. Maybe I just didn't hit enough of the choices, but a lot of the choices I picked seem to keep questioning whether I should commit to it and just led me down a road I've already been on with no change. Bad luck, perhaps.

An interesting experience that I enjoyed, but is marred by a few frustrating points. The chest blocking your way which requires you to go back and touch the left side of the screen can be really confusing: most players will not expect to have to do that since it's not intuitive that it would have any effect since they already know going back is useless, and they'd probably assume they are stuck and reset the game to try again or just stop completely in frustration. The last chase scene was really cool, but it kinda took a long time to get to it in the first place, and it wasn't clear whether it was even winnable: I tried it three times but couldn't find a way through: if it does expect you to do more attempts than that despite the end being a brick wall that didn't seem to change from my subsequent runs, that might be asking too much from the player. Cool music and presentation, however, made it a unique and cool journey!

adriendittrick responds:

Thanks for the kind review :)
Also yes,the game is meant to be frustrating and confusing, I basically built it as a gamer torture experiment X)

Probably your most accessible one yet as I was able to beat it in one sitting! As usual, this game delivers a great set of puzzles that ramp up a bit at a time with unique mechanics, all while having a very cute aesthetic. Bit of a bummer that there wasn't the usual multi-ending last level like in the Grim series, or as strong of a story, but it was still a well put-together and enjoyable.

Neat little game! Made it all the way through and enjoyed myself by setting up awesome kills. Enjoyed the multiple varieties of enemies you had to contend with. The mechanics can be a little confusing at times though and could maybe use a bit of tutorializing. It wasn't immediately apparent that the laser would spread out into the adjacent rows/columns: perhaps a damage indicator when you are next to a star could help. Also I loved setting up double/triple/quadra kills, but the combo system didn't seem to reward this as a quadra kill only increased the combo by 1 instead of the supposed 4. Anyway, had a nice time!

amidos2006 responds:

Thanks a lot for trying my game :) so the laser cover your tile and one tile extra on both side (helping hand). The combo system doesn't depend on killing enemies, collecting stars will increase the combo and the value of the score depend on the value of the combo not how many enemies in that kill :)

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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