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FutureCopLGF

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Really nice graphics and sound, as well as a great premise and gameplay that gets right to it. The cloud mechanic is a bit frustrating however; I understand the appeal of having one-button manage multiple mechanics but I found it very frustrating to get the cloud to work in your favor. I think the intention was very good though, and I could see it working if you take the time to get used to it (but it's a frustrating journey until then).

Interesting concept but I felt like it wasn't fleshed out enough; bit too bare-bones at this moment. Onboarding process was a bit confusing as well; wasn't sure what to actually do. Hopefully I didn't miss anything as I would like to see more.

Pretty fun to play; cool graphics and charming characters that make you want to get farther and farther. A bit frustrating though: the enemies don't act in ways you can react to a lot of the time, and the stamina system can screw you over when it really doesn't even need to be in the game (at least from my impression).

Amni3D responds:

The enemies come down to design oversights in my part.
I think the stamina comes down to tying too much to it. If you want to glide, you have to eat stamina to dash first. If you want to double jump, you have to eat stamina, even so. I don't think the idea is inherently bad here, but too bound to it. Like, could the game play better if double jump was independent of stamina? Or if dashing had a smaller up front cost? Or what if the gliding was completely independent of dashing even if they both use stamina? I feel the abilities should be rethought if I ever touch the idea again (which I do want to, eventually).

A cute little gallery to go through, but a bit frustrating: you can't see the character you're pointing at when you're pointing at them due to the opaque pop-up with the artist avatar in it covering it, and there were tons of times I was trying to hover over a character but it kept thinking I was hovering over someone else.

Also, there were some inaccuracies here and there, like Hollow Knight from Shovel Knight?

Mabelma responds:

Thanks for your feedback 🙏

Pretty funny, but I'd like to see more jokes from all the possible responses you can do instead of just the last one about colors. It had a good idea with the trap questions like the one where you need to read the full agreement but it didn't run with it enough.

Cute little game; the art and aesthetics really elevate it. The actual platforming and throwing mechanics are a little clunky at times, but the puzzles were really solid and fun to solve.

OurLittleStudio responds:

Thank you!

Wow, that's a blast from the past right there. Little bit of a frustrating start due to it being very slow and confusing, but it seems like a decent enough management sim that harkens back to ye olde newgrounde dayes.

Yomuchan responds:

Thats what I was going for, thanks. It was a pretty learning experience.

Not bad; seems very catchy and easy to hop in and play. It's probably the best battle royale I've played, actually, in terms of it just being a nice party game and not a frustrating fps-fest.

Pretty cool and catchy, but ultimately pretty frustrating for me personally, especially when you can't see the next step and it screws you over. Had a good level of polish though, and seemed well put-together.

Pretty simple and short. I did have a problem with it kinda being a pixel hunt at times since a lot of the interactables don't pop, but I suppose some people do like that part of the search, so I can't complain too much. Puzzles were alright and did make me feel a little clever for getting them.

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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