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FutureCopLGF

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Really neat game! Love the presentation of this: the way it flows straight from the title screen, the way the hair trails behind, the cool effects for collisions and such just give it so much pizazz. Gameplay is pretty neat as well as you try to dodge obstacles to keep up your downwards flow. One of the mechanics I like, being the mantle, can unfortunately sometimes get in your way when you're trying to move around sometimes: maybe too much of a good thing, haha. Would love if the world changed more as you get deeper and deeper, like getting dimmer or different plant life and enemies: I feel it would be really rewarding and push people to go for high scores (unless it already does and I just didn't get deep enough, but I feel like by 500+m it should start changing up).

Not too shabby. Fun to walk around the world and see the interesting things in it. Only problem is that it's so interesting I wish there was more I could actually interact with: people to talk to, interesting stories to overhear, activities to play, etc. Something like the old days of Lego Island, if anyone gets that reference. As it is, you can't do anything, not even bump into people. Even if there aren't any interactions to be made in the full version, I wish there were more subtle touches like the sound of rain changing when you walk into a building and such to really bring you in tune with the environment. There's also a bit of a performance hit that affects the mouse sensitivity when you look certain ways. Would love to see this cool city fleshed out more!

A bit strange to call it a tower defense game when you don't build towers and don't defend a tower, but nonetheless, it's a fun little horde game and I understand the naming despite the confusion. I had a good time for around 15 waves or so, but by then, it kinda wore thin as it didn't feel like the powerups or the levels or the enemies were expanding in significant ways fast enough to keep interest. Still, the game has a nice, all-together good feel to the art, sound, animation and design that I think with some additional content such as new mechanics, enemies, levels and such it could be really great!

DagonDev responds:

Thanks for the feedback!!

Very interesting game! Reminds me of a fumblecore game where the point of the game is that it is intentionally confusing to understand which gels perfectly with the eldritch insanity angle. It was a bit annoying that I couldn't really figure out what was going on, what with the HUD being whatever the heck it was, but I feel like that's kind of the point and I did make it to the end eventually by remembering the punch button, so it works? Haha.

Outside of the intentionally confusing bits which I was fine with, some of the jumping mechanics where a little clunky and could get you stuck in platforms, as well as getting stuck in some death loops by respawning in a bad position. Other than that, very cool experience!

Man, I really want to like this since it gives off such a good sense of style through the cool presentation and great concept. At the moment, through, the game is really hard really fast, requires some unintuitive movements, glitchy (I keep dying when transitioning between screens randomly) and I can't make much progress. Hopefully I can come back and finish this sometime, since the game looks so interesting!

Incredible game that gives off a real sense of professionalism! I'm not familiar with the source material, but I loved the various mini games that were in this as they all were so charming due to the great graphics, music and sound! There are some oddities for me, such as how it looks like you can get to the last level by pressing up on the selector, but you have to keep pressing right instead. Also while the ectoplasm collection is memorable the first time, it kinda wears out its welcome as fighting against the momentum of the jar is a bit frustrating to have to do multiple times over and over. The goat mission was a bit frustrating as well: dunno what the point of holding Sarah was as she just got in the way, and the hitboxes of the goats were annoyingly deceptive to hit at times. I was expecting an awesome boss fight at the end there with the whole summoning thing but it just ended: I'm probably missing something since I don't know the film. Anyway, those gripes are quite minor since I really enjoyed myself nonetheless, and look forward to more from you!

Got some cool goofy style to it, but right now its a bit too janky for me to make progress. The clicking is way too demanding for my old bones unfortunately, and even when I go all super saiyan clicking, it doesn't look good to watch the stone jitter around: could stand to see some smooth movement. Death comes way too fast as well: would like to see the stone crash and burn a bit more before going to the death screen.

StonesOfAnarchy responds:

"Would like to see the stone crash and burn a bit moreĀ "
;(

Very cool game! Once you get upgraded and such, its a lot of fun blasting, dashing, slicing, and jumping your way through the dungeon! Feels good to chain together the different types of moves you can do. Learning how to do those moves at the start, however, can be difficult. I feel like the game has too many buttons at the moment, and could stand to condense them (for example, you could get rid of the interact key and instead use up/down as interact, which gels with the way the game uses arrows over interactable objects). The game also does not help with teaching you controls: press jump to jump doesn't tell me what key to press, haha! Sword also feels way too weak: I feel like the sword should have one more point of damage to be able to one hit basic enemies instead of two-hitting them, as it deserves that since its a much more riskier weapon than the staff to use since you gotta get so close. Really love this game: felt great finding all the secrets and loved the boss fights and everything about this was so awesome (its just that learning the controls is a pain at the start!)

EDIT: Made it all the way to the end! Last few levels were rough, but I liked the challenge! Final boss was a lot of fun; felt like the attacks it had were good to fight against, and they had some good touches, like how the fire pillar doesn't do damage immediately, which lets you time a last second dodge to look cool. All in all, a great experience!

IceDrumGames responds:

Thank's man! Glad you liked it. Just watched you twitch channel. I agree with you about all things you mentioned. Sword was pretty hard to balance but it's good in the fights against flying skeletons. I released the game with the button description in the tutorial. But than I added the custom controls because I was tired of different players with different control schemes. I had some programming problems with the description so there is "Jump" to jump tutorial. I agree that it is not good.
P.S. You finished in two rooms before the final boss :)
Thank you for your reviews!

Definitely needs a lot of work, but its a goofy little game nonetheless. Got pretty fun at the end when there are tons of lasers to dodge. If it had an actual high score table, some more obstacles and enemies to contend with as time goes on, better laser telegraphs, better AI for the enemies to make them block you more intelligently or try to steal your food, and some other fancy stuff, it could be a fun little score attack game!

Very surprising game for me! While the game is lacking a lot of elements that I think would be necessary to make it a better experience (highlight when over objects, music/sounds, etc) it nevertheless delivered with some challenging puzzles and an incredible twist! Kudos for blowing my mind and I look forward to more (just give yourself all the time you need to work next time, 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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