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FutureCopLGF

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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!

Neat game! Good puzzle mechanics that are introduced intuitively through the level design. Bit drab of a game with only a few sound effects, no music, and not much pizazz or subtle touches to it (though I did like the subtle eye movement of the blocks when they jump and move). Bit annoying that the level doesn't automatically transition to the next level, instead making you select it, and that it doesn't seem to save your level progress between sessions. Still, it flowed well and the levels were good, even if it was similar to other games I've seen before.

Very cool game! Loved the combat and sense of scale that the game gives through its world, logs, and save/kill mechanics. Interesting story that looks like it has a lot of depth to it as I got further and further in regards to choices and multiple paths. My only issue with the game is that I felt like the story only really picked up the pace and hooked me once I got to level 2, and that took a long time as level 1 was fairly large with tons of reading logs that dragged me down. I feel like level 1 should be downsized a little bit to make a more effective hook: this would make it so you get to the cool boss fight and main plot faster.

Holy mackerel: I'm new to this series and I'm in love. This game is smooth like butter, and I'm not just talking about the incredible number of frames in the animation. I just couldn't freakin' believe it when I started moving around! When a game is fun and all you've done is run and jump around in the tutorial zone like Mario 64, you know you've got something special on your hands, and that's exactly what happened here. I didn't just stop there though, the levels were great and so bloody invigorating to get into an incredible flow with movements that would put Sonic and Titanfall to shame. I was stunting on enemies harder than Dante with the combat which flows with the movement to juggle like crazy. Not only that, but the game controls like a dream and makes all the movements so intuitive, like how you can run a loop upside down just as well by holding the initial move key or by changing the move key at the peak: it works either way! The cherry for me was the excellent hit-freeze on hits, especially charged hits: god those feel great! Bravo!

Neat puzzler! Very cool mechanics that I felt were introduced in a very intuitive way through the level design and level titles giving hints, among other subtle things. I thought I wasn't gonna be able to keep up with the difficulty spike, but I made it through thanks to the good design! Loved the little touches like the way the goop falls through the hole at the end with the cool circle wipe transition. I wish it went on longer though! Though then again, it was starting to get pretty hard, so maybe it's good it ended before I blew my brain up on even harder levels, haha.

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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