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FutureCopLGF

2,227 Game Reviews

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Very cute and fun of charm and puns as usual! This has a nice variety of games, all presented in a cool pixelated way that is fun to look at. Most of the games are fun, but some of them are a little glitchy at times. Most of the games involving hitboxes had them be way too chunky leading to unfair hits, and the game froze on me multiple times because I hit a button the wrong way or something. A lot of the games were inconsistent as well: some of them had a way to quit while others just left you stuck waiting for a timer (or just stuck forever). Still, it was a cool experience and I always enjoy the jokes and style that these games exude!

Very cute game! While it's pretty basic and doesn't have much to it, it still delivers a charming experience with a fun twist at the end. Hoping to see more cool experiences like this, but maybe with a bit of extra meat on it next time, haha!

Pretty neat dungeon crawler! At the moment, this game feels like it has a good core to it and would be great with some updates to add both some pizazz and more unique gameplay mechanics to it. Some random food for thought:

I'd like it if the different characters had some different powers to use to let the player decide how they'd like to approach the game. I feel like the combat is a bit lacking at the moment: could be a bit better if there was some sound, as well as letting the sprites bump each other to signify the attack. I didn't like the introduction of the X mechanic, which I assume is missing attacks, on the later floors: that feels like a more annoying form of luck that the player can't deal with skillfully. I was actually surprised that the game doesn't let an enemy attack you when you walk up to it without being evenly spaced: not sure if that's a good thing to let the player relax more or if it's a bad thing since it lets the player be lazy and not strategize their spacing.

Right now, this game's like a good, tasty scoop of ice cream, and I want some sprinkles and whipped cream on it! Definitely looking forward to seeing this built up!

Cool retro aesthetic to this game! I went in expecting something like first-person Defender or Captain Skyhawk, and instead I felt like AVGN trying to land the plane in Top Gun, haha. While it's very clever and impressive that you mapped the entire control scheme to just the mouse, it didn't translate to a fun time as it felt like I was battling my own controls rather than battling for a high score. As it is right now, I think this game could be fun if the intention was to make a fumblecore game like Surgeon Simulator where fumbling and learning the obtuse controls is the fun part. Anyway, once you get past the controls, I feel like the gameplay could use a bit more hype and direction to it: at the moment it feels like you just fly around aimlessly and nothing poses a threat until you run outta fuel. Some more music and sounds, more exciting enemies, a radar and more chatter and this could be something really cool as I think the graphics and explosions are already pretty neat and satisfying!

PatrickOReilly responds:

Thanks so much! That was just the review I needed, and I think I'm going for all those suggestions.

A bit dry, but neverthless has a unique and clever puzzle mechanic that I've never had the pleasure of dealing with before! Had fun going through it, though the level design did seem a bit slapdash and random at thimes, but did make for a fun amount of variation. Could definitely stand to have a lot more juice and pizazz to it, such as music, sound, special effects and such not only to make it more fun and inviting, but it could also be used to illustrate the mechanics better and guide the player.

kbvpneofit responds:

++++
thank

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!

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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