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FutureCopLGF

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Great game! Loved the concept and the goofy visuals/sounds, especially the people "talking", and I especially liked the clever multi-choice ending on how to deal with the final customer (though the small, odd font did make it difficult to read). As much as I liked it, there were some awkward elements to the game, such as how you have to make yourself wait for the gauge area to jump around after a hit so you can safely hit again: I think it should move right after you raise the hammer for another hit so you're ready immediately. The money in the bottom left seemed arbitrary as well: perhaps a discarded left-over from the jam for a potential score-attack/endless mode? Would love to see this game expanded upon, with maybe a new mechanic being that you have to apply an oil to the sword based on what type of monster the warrior says they are hunting!

Takes a bit to get going, but it has some creative gameplay to it! Very confusing start to the game as everything is a square and the game is a bit too minimalist. The concept is alright, but it could definitely use some polish to add some pizazz to it, as well as some more obstacles or other elements as the game is very drab at the moment. The game does have some cool polish to it, such as the transitions between levels: would love to see similar things applied to the game over screen. All in all, in the later levels the difficulty ramps up and its fun and challenging to make calculated and efficient jumps to get everything you need and escape, so not too shabby.

Very creative idea and well-executed! I loved the difficulty progression as lots of interesting variations of obstacles were added as you got close to the end: did not expect to see that much from a game jam game. The art in the game is very cute as well: gives me a bit of a Leisure Suit Larry vibe at first, haha. The HUD is cool and stylish, but maybe a bit too busy: not sure what the girl in the upper right is doing (besides being well-animated and cute), and the main screen background might want to be faded a bit to increase visibility of the actual gameplay elements. I like how the guy slowly gains his composure as you make progress though, which is a clever way to represent the heart meter and keep it centered on the main screen!

Pretty neat game! I like the chase gameplay, and felt like the music and Satan chasing you really accentuated the panic and tension! At the moment, I feel like the difficulty curve as you go through could use a little tweaking, and I feel like it doesn't pick up fast enough and doesn't vary the obstacles enough. It does eventually get hard suddenly, but then just as suddenly gives you a lot of blank rooms before the exit (I guess as a cool-down period). Basically, I like the idea and would just like to see and be challenged more! It might feel like cheating, but maybe Satan should rubberband to never be too far behind you in each room: that will really make the chase feel more fun as Satan would have a chance to interject more goofy lines like in the beginning.

I feel like this game has a lot of impressive polish to it, especially for a game jam game! The goofy, cartoony nature of it is so cute and every single design element is tuned to make the most of it: music, sound effects, art and design all work in tandem to accentuate it. While it works well for the most part, there were a few times when the cats judged an object good when it was really bad, and bad when it was really good. I also wish I could rotate the object before scaling it, but maybe that would make it too easy. Well done making this cute mini-game: the polished nature of it must've been due to excellent planning and not overextending yourselves.

Pretty neat game! For a simple game, it had a good, explosive feel to it, and it was fun to go for a high score, especially when you hear the score tick upwards at the end. A little confusing to figure out how the game works since it doesn't give many hints in the game (and some of the colors are a bit un-intuitive, such as why there needs to be red and yellow spikes, and odd that red aren't the insta-kill variety), and I dunno if you have to lock away the modes at the start. Once you get going though, it's fun!

Very interesting game! While some of the backtracking was a little tedious, and the way the fuzzy-static obstacles changed directions haphazardly was a bit frustrating to navigate, the game had a really neat story that was great to experience. I made it to the boss battle, won, and had the scene where he turns off the screen. Was surprised to see it continue after that, but needed to take a quick break. Unfortunately it doesn't look like it saved so I'm not able to continue on. Still, I felt like the game could've ended right there on a high note, so I feel like I got a satisfying ending nonetheless.

Very impressive game! Clearly has a lot of heart to it, which is evident with the interesting battle system and story/characters. At the moment, however, it has a lot of things slowing it down. I feel like the tutorial (which is kinda hidden should be more front-and-center), while it does get the points across, is a bit too long and could stand to be shortened where possible, perhaps by making the it more interactive/image-based instead of text-heavy. Cutscenes also are unskippable, and you can't control the speed of text, leading to impatience and/or not being able to read everything. Having the level chosen to be random was very odd and I'm not sure of the purpose of having that: even if it does have a purpose, I don't think its worth the user confusion and frustration. I'd also love it if the combat was hyped up a bit more: it's pretty cool now, but I'd love it if the enemies had a bit more personality through animations/taunts/poses. Definitely has a lot of potential to be incredible!

Cool to learn about all these peoples. I think the only one I knew was Cyberdevil, so I've got a lot to get familiar with. Cheers for spreading the love!

Pretty cool game! I feel like it hits a home run in terms of core structure as the gameplay, graphics, sound, music and so on feel great! While the swipe controls were a little confusing at first, eventually they create a good feeling flow to the strategy of moving your units around. The only issue I have at the moment is that, while it does do well at introducing new units and such each level to keep the pace going, it takes quite a while to introduce any cool story elements, and then the flow is kinda disrupted by the difficulty spike/need to grind. With some minor balance tweaks, however, I think this game would be incredible!

MrRubel responds:

Thank you!

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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