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FutureCopLGF

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Very cute game! I wish it went on a bit longer as I loved the adorable characters and the lively feel that the game had to it! Felt like it really could've kept going with more and more neat puzzles and chit-chat between Wrench and Hammer. Controls were a bit confusing at times: wish I could move hammer with WASD or arrows where W or Up is jump instead of space bar, that way I could play them both easily without moving my hands between mouse and keyboard. The lack of instructions was a bit annoying, but actually ended up making me feel a bit more clever in solving the puzzles without hints. Great game, but as it is, I think Wrench learned his lesson way too fast: I want more!

A rather interesting and unique golf prototype that is a bit too bare-bones at the moment, but could become something really fun! Controls are a confusing at the moment. I think games like this usually have clicks close to the character be low power, while clicks far away from the player be high power, but this game inverts it. This is a bit of fun to rework your brain to get used to it, but maybe the game could have some sort of instructional graphics to help the player understand this better. Also, its frustrating when the spot you want to place the bomb is off-screen. I wish the game would reward you based on how well you're shooting: at the moment, you get the same fireworks whether you got 1 under par or a hundred over par. It doesn't even give you a scorecard at the end to show you how you did with a medal or something. Basically, its a little bland at the moment and could use a lot of juice, but the concept is fresh and inventive and worthy of expansion!

rmkubik responds:

Thanks! I'm glad you think this prototype has some merits!

I'm hoping to get some time in the future to give the game more polish and structure.

Your comment on controls is interesting! I had it that way originally, but it's intended that the player is propelled away from the explosions triggered on click. However, you're right it's super unclear. I'd love to figure out a better way to show that in the future too.

Pretty cool game that definitely feels like it could become something great! At the moment it looks to have a real solid core in terms of shooting and exploration gameplay, with an interesting variation in enemies to fight through. The primary issues I would say it is lacking in is 1) damage feedback for the player: while the player does frown when hit, it's not immediately apparent to me since my eyes are on where I'm aiming, not on my player 2) bullet sponge enemies, it felt like the game only started to get fun and fast when I got double guns, they were just too spongy at the start 3) some of the enemies I didn't like, such as the stationary pulsers, especially since they had no telegraph for their attack and its range. Game was definitely as its best when you're in a room filled with asteroids and a few of those shooty enemies: dancing through the asteroids, dodging their bullets while filling them fulla lead felt great! More cool combat scenarios like that with some story progression and bosses would be awesome! I could see it being like a metroid game where you progress by collecting upgrades and keys to fill out the map, or a roguelike like isaac where its random and you try to get as far as possible. Possibilities are endless for something with a great core like this!

Not bad! Game definitely oozes style throughout as it all looks very well put together with a professional design and graphics. Gameplay is no slouch as well, especially with the explosions which are very satisfying due to the particle and sound design. Only gripe I would have is that the game is a bit overly simple with no real challenge or sense of objective. While it is nice to shoot due to the satisfying explosions, it still takes a bit too long to get going and doesn't have a real drive to it. Still, it's that very same essence that actually makes it a bit chill and relaxing. I guess I'd just love to see this come back with more to it, like levels or a story, since it is so well put together!

Dezue responds:

Heyho, FuturecopLGF!
Thank you for playing! Glad you liked the game! :)
I agree with you on the simplicity on the game and am gathering ideas to expand on what's there, so expect more Piguin laser fun sometime in the future. Pew pew!
Stay funky,
Dez

Nice, goofy little game! It was a bit frustrating though. My mouse would end up outside of the screen a lot as I was swinging around and that made me unable to click, usually ending up dying. I didn't like how the levels seemed to be randomly generated: it could lead to levels being really, really hard or way too easy at times. Also, I'm a bit torn on the orange balls. I like the big orange ball that chases you at the start: that feels like a natural bit of tension that forces you to try and complete the level as fast as possible, and I feel if he catches you, you should die immediately. The tiny orange balls flying all over the place seem too random and haphazard to be able to deal with effectively: feels like you just get screwed by them by chance and have to take your lumps as you can't dodge. I did make it all the way, however, and did enjoy the weirdness of this game, so kudos for this.

Pretty neat game! I liked the concept of a cool stealth game of hiding, blinking and backstabbing. It's a game jam game, so while I do have a lot of complaints about lack of feedback, lack of sound effects, and other things like that, I understand it was probably just due to time constraints, and what we do have at the core is a neat stealth game with some neat touches. While combat is cool, I feel like the game is at its strongest and most unique with stealth, so I could see the game being redesigned with a focus more on hiding and dodging around without killing. With some polish I'd really love to see this game realized into something bigger!

Pretty cool game that I think has a lot of heart in it! I love the arcade aesthetic that reminds me of games like Burger Time and Pacman, especially the goofy cutscenes you get as a reward for every few levels. Feel like the graphics, music and design are top-notch, and I loved my time with the game once I grasped it and started setting up combos and such. Only problem is it took a long time for me to grasp the game, and I doubt a lot of people will have the patience for this: heck, I almost dropped it myself plenty of times! The first few levels are really hard where the enemies just home into you and destroy you: felt like the later levels were easier actually since the enemies had less relentless patterns. Munching can be frustrating at times: sometimes I'd be trying to do the final bite on a string only for the game to think I'm biting the pixel next to it, leading to death. The combo system is neat, but really unintuitive, explained oddly, difficult to reproduce because of the above munching placement issues, and introduced too late and then the game doesn't explain it further. This is one of those games that toes the line between being 'satisfying hardcode retro difficulty' and 'frustrating and unintuitive': I came out alright, but could definitely use some help to make it shine for everyone else like it deserves for all the work you put into it!

LeSam responds:

Hey there! Random comment after ten months but I just got around to fix (I think) this problem you had in your video :

> Munching can be frustrating at times: sometimes I'd be trying to do the final bite on a string only for the game to think I'm biting the pixel next to it, leading to death.

Previously what it did is that it destroyed according to the biggest segment around the bite. So if you were eating a string on a part that was on its last life, but you were also just a little above another one with full health, it first destroyed the one with full health. Now it should only do that if you're really on that full health segment (which should be a bit more intuitive, so hopefully less frustrating)

Just woke up this morning thinking about this and was like "Why did I never fix this?" :D Anyway, happy new year ;)

Trippy little game! Had fun navigating the puzzles and was pulled in by the peculiar aesthetic this game has. A little confusing at times, though obviously that was intentional and part of the appeal. My character changed colors to orange and red and then back to white: not sure if that was just random or a signifier of 'lives left' since it did happen after deaths (in which case it did kinda stink that it made me replay a bunch of levels I already beat). Bit confused at the ending: it rolled credits and then interrupted it with something, but then went back to credits. I was confused because I wasn't sure if I missed something like a cool boss fight. Still, was a neat little experiment and not too shabby for a slider puzzler!

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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