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FutureCopLGF

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Pretty neat game! I like the chase gameplay, and felt like the music and Satan chasing you really accentuated the panic and tension! At the moment, I feel like the difficulty curve as you go through could use a little tweaking, and I feel like it doesn't pick up fast enough and doesn't vary the obstacles enough. It does eventually get hard suddenly, but then just as suddenly gives you a lot of blank rooms before the exit (I guess as a cool-down period). Basically, I like the idea and would just like to see and be challenged more! It might feel like cheating, but maybe Satan should rubberband to never be too far behind you in each room: that will really make the chase feel more fun as Satan would have a chance to interject more goofy lines like in the beginning.

I feel like this game has a lot of impressive polish to it, especially for a game jam game! The goofy, cartoony nature of it is so cute and every single design element is tuned to make the most of it: music, sound effects, art and design all work in tandem to accentuate it. While it works well for the most part, there were a few times when the cats judged an object good when it was really bad, and bad when it was really good. I also wish I could rotate the object before scaling it, but maybe that would make it too easy. Well done making this cute mini-game: the polished nature of it must've been due to excellent planning and not overextending yourselves.

Pretty neat game! For a simple game, it had a good, explosive feel to it, and it was fun to go for a high score, especially when you hear the score tick upwards at the end. A little confusing to figure out how the game works since it doesn't give many hints in the game (and some of the colors are a bit un-intuitive, such as why there needs to be red and yellow spikes, and odd that red aren't the insta-kill variety), and I dunno if you have to lock away the modes at the start. Once you get going though, it's fun!

Very interesting game! While some of the backtracking was a little tedious, and the way the fuzzy-static obstacles changed directions haphazardly was a bit frustrating to navigate, the game had a really neat story that was great to experience. I made it to the boss battle, won, and had the scene where he turns off the screen. Was surprised to see it continue after that, but needed to take a quick break. Unfortunately it doesn't look like it saved so I'm not able to continue on. Still, I felt like the game could've ended right there on a high note, so I feel like I got a satisfying ending nonetheless.

Very impressive game! Clearly has a lot of heart to it, which is evident with the interesting battle system and story/characters. At the moment, however, it has a lot of things slowing it down. I feel like the tutorial (which is kinda hidden should be more front-and-center), while it does get the points across, is a bit too long and could stand to be shortened where possible, perhaps by making the it more interactive/image-based instead of text-heavy. Cutscenes also are unskippable, and you can't control the speed of text, leading to impatience and/or not being able to read everything. Having the level chosen to be random was very odd and I'm not sure of the purpose of having that: even if it does have a purpose, I don't think its worth the user confusion and frustration. I'd also love it if the combat was hyped up a bit more: it's pretty cool now, but I'd love it if the enemies had a bit more personality through animations/taunts/poses. Definitely has a lot of potential to be incredible!

Cool to learn about all these peoples. I think the only one I knew was Cyberdevil, so I've got a lot to get familiar with. Cheers for spreading the love!

Pretty cool game! I feel like it hits a home run in terms of core structure as the gameplay, graphics, sound, music and so on feel great! While the swipe controls were a little confusing at first, eventually they create a good feeling flow to the strategy of moving your units around. The only issue I have at the moment is that, while it does do well at introducing new units and such each level to keep the pace going, it takes quite a while to introduce any cool story elements, and then the flow is kinda disrupted by the difficulty spike/need to grind. With some minor balance tweaks, however, I think this game would be incredible!

MrRubel responds:

Thank you!

Pretty cool game that has a lot of interesting pieces to it, but is kinda haphazard and all over the place! The game introduces so many elements at the beginning that every level is a very easy tutorial for a new mechanic, until suddenly there is a huge difficulty spike near the end where the puzzles get really hard. If possible, I feel like the order for the levels should be changed to flow better in terms of letting each new puzzle mechanic breathe and slowly crank the difficulty up bit-by-bit. I do appreciate the challenge and the variety of mechanics, however!

Cute story! Short and sweet, and it reminds me a lot of those old adventure games like Heart of Darkness or Out of this World. Had some issues with jumping from edges, and felt like the rising lava at the end should be a bit slower as it felt like you were guaranteed to die a few times, and I feel with a story like this, actually dying takes you out of it: you should have the fear of dying, but it shouldn't be hard enough to actually kill you unless you really mess up, as retrying takes you out of the 'movie-like' action flow and replaces it with frustration of trying again and again. Then again, that can depend on a lot of factors, and I felt like it did a good job delivering the story nonetheless. Loved the way the bird saves you at the very end: nice setup!

Kinda split on this one! On one side, the presentation is super polished: graphics, sound, music, animations...everything has a really smooth and professional feel to it! The gameplay itself though, I feel, is kinda working against itself, and it leads to some boring and repetitive segments over time. If I were to address it in a quick way without reworking the whole game, I would suggest either:

1) Get rid of the randomness of the cards and just keep the four actions available at all times. Then, speed up the game really fast to make it so that the player has to make really quick and reactive choices to stay alive for as long as they can. Basically, it would give it a kind of 'Crypt of the Necrodancer' vibe to it!

2) Get rid of the randomness of the level creation and instead make a series of hand-crafted levels, intentionally designed with a puzzle in each that the player should think through. This would help avoid the scenario where the randomness currently has a chance to create boring, empty levels, or levels with nigh-impossible scenarios to get through. You could also script the cards in such a way so that the player always has an 'ideal' way to get through the level without being hurt, and reward them with gold if they do so, but they can always get hurt and just get a bronze/silver instead.

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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