00:00
00:00
FutureCopLGF

2,201 Game Reviews

766 w/ Responses

1 reviews is hidden due to your filters.

Very nice fusion of a puzzler with RPG mechanics! Once again, game is very solidly put-together in all aspects, particularly the level design with introduces the mechanics in an intuitive manner, and the symbols used to represent enemy types and such are good as well. Graphics can be a bit drab, but it makes up for it with the great puzzles: felt like I was playing a new Adventures of Lolo!

Fun game! I really enjoy when you get into those moments where there are barely any platforms on the screen and you just keep going up and up by chaining jumps and attacks on enemies and falling boxes: feels so stylish to keep the momentum up and not fall! I didn't really like the enclosed maze spaces as I felt they slowed down the pace, though I suppose it does add a bit of variety to the game. Boss fights were very nice as well and added together to make a really cool game. The game can be a bit confusing and frustrating at times though: difficult to tell what buttons do what at times since they are just symbols, like on the main menu, special moves and flying can rarely be done to mix things up, and dying is overly punishing as it sends you way back (dunno the point of the whole weird 'spend gems to continue' mechanic, I think that should be cut and just allow to continue to keep the flow).

Usually I don't really go for these meme-y shitpost-y (if that's the right word) type games because they try to hide their lack of gameplay behind a veil of irony and the like. But, this game does have a certain level of charm to it that I enjoyed despite not knowing many of the references on display, so kudos for that. Furthermore, the environment had a nice sense of exploration and it was fun gathering the equipment you need to proceed. I liked how certain characters have their dialogue update when the story advances, so good effort there as a lot of games would ignore that. Looking forward to a part two!

Really fun game! It didn't blow me away at the beginning, but I ended up having a ton of fun! I really liked the concept of gathering up weapons from the environment while dodging enemy fire, and then firing back yourself while running around like a madman! The goofy story was great and made me want to keep going just to see what insanity would be next.

I do feel like the levels were designed in a bit of a weird way where the really good stuff (boss battles) is kept at the very end and it peaked a bit too early upon reaching that. Just as I was getting a little bored from the normal levels, suddenly it introduced that super cool cannon boss that was incredible to fight! I expected that to actually be the ending, but then it introduced a boring castle afterwards, only to suddenly have another super boss, and so on! Maybe sprinkle the bosses in a little earlier to hook and space them out a bit more to keep the player going (though you do have an alright hook through the story with the whole princess business). Also, I felt like the whole 'like for 200 spears' was really weird and unnecessary as I didn't want a way to cheat around the interesting core mechanic of tactically gathering ammo myself.

moorlandgames responds:

Thanks for the great review! we appreciate it :)

Wow, this game really surprised me, especially for something that was made in just one day (though I usually try not to let that affect my judgment)! While the game was very minimalist graphically, the presentation and flow of the game as it introduced concepts using musical cues and text was superb and really got me into the whole purification business. My only frustrations were that I would prefer being warped to the previous room, not the beginning, on death, and that I feel like the final purification spree didn't need so much resistance from the tough enemies as it kinda halted the flow a bit. A great example that you don't need super intense graphics to make something so hard-hitting!

adriendittrick responds:

Thanks for reaching the end :)
Also what, did you expect ending the world to be EASY? :p
There are overpowered beings who actually LIKED this world and don't want to see it destroyed.

A very nice proof-of-concept and an interesting twist on the Hotline Miami formula to combine it with zombie horde modes! The general core gameplay felt very good, shooting up and punching zombies was satisfying and it was cool to see the difficulty ramp up bit-by-bit (though maybe it ramped up too slowly as I didn't get to the behemoth without feeling like I had already seen everything beforehand). Would love to see this game fully fleshed out with bigger environments, more enemies and more weapons to give a real sense of progression and a goal to go for as it has a real good core to work off of!

There were some glitches that were annoying though. Reloading single shot guns like the shotgun and magnum allowed you to keep reloading past full and waste ammo. Doors were annoying to open/close at times, and pointless: surely doors should be a way to impede zombies by using them as barricades by tactically closing them or knock over zombies by opening them ala Hotline Miami? Maybe allow windows to be blocked as well like other horde mode games?

MD-Wade responds:

Thank you very much for the kind words! The reloading bug should be fixed. New features and improvements planned as well! Thank you for playing!!

Not too shabby! Was fun wandering around and talking to the weird inhabitants of hell. I felt like it took a little too long to get the meat of the game which was the trading of the items to make progress: I really enjoyed figuring out the puzzles of how to obtain the items and continue the quest. At first, I didn't even think there was a point to the game and thought that I might just be stuck to wander around enjoying the nonsensical gags and references. Once you get into the puzzles and quests the game really picks up and I enjoyed it a bunch, and I would've loved to see this game have more of that and maybe multiple routes: maybe if you use the escape key on the first door instead of the teleport maze door you get a different ending where you are tricked by the devil? Maybe you can give items to different people for different routes, like refusing to return the pen? Would love more like this, just maybe a bit more expanded and streamlined!

Good game! All-around well put together with all the key game elements, with a nice level of polish to it. Enjoyed the levels and felt like they did a good ramp up of introducing concepts and increasing difficulty. Very challenging to work with the diminishing strength of the flaps, which was a little confusing at first but fun to work around. I thought that maybe the number of flaps would be better represented with a number of circles instead of a bar so you could see exactly how many flaps you had left, but the bar can work if you think of it as the strength you have remaining for flaps.

Game was a little glitchy for me. It wouldn't record my golden pears, and it would unlock levels far ahead of where I actually had gotten to as a player. The golden pear not being recorded might be due to how they can disappear after collecting them but not completing the level with them?

Don't Starve but you have a unbelievably fast metabolism, haha. Cute score-attack game that gives you a nice bit of fun as you speed around, trying to decide whether to risk staying away from the campfire a bit longer. Maybe a bit too fast-paced, but also has a nice 'one-more' feel to it because of that.

Very cool! Loved the unique aesthetic of the weird sonar and flashlight forming some weird visual system, and loved the heart-pumping breakneck speed gameplay. Felt like a fusion of Hotline Miami, Red Faction and Mr Shifty. When you get into a flow state with the game, you're blazing through the enemy and feeling so empowered as you teleport or just shotgun through walls. Unfortunately, there were plenty of times where my flow was killed by getting stuck on wall edges. Also, it was really hard to tell when you killed enemies: would love a little bit of a time freeze on kill or a splat/scream sound to confirm the kill. Additionally, it was hard to tell when you were being killed until it was too late: with no feedback from enemies and a barely noticeable bullet trail it felt like it was sometimes up to luck whether they killed you or you killed them. With better damage feedback and a little smoothing of the edges to avoid getting stuck, this game could be one of the greats!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

Level:
19
Exp Points:
3,850 / 4,010
Exp Rank:
14,116
Vote Power:
6.10 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
6
Saves:
43
B/P Bonus:
0%
Whistle:
Normal
Trophies:
11
Medals:
3,233
Supporter:
4y 10m 18d
Gear:
1