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FutureCopLGF

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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 :)

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 :)

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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