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FutureCopLGF

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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!

Fun and addicting! Game has a lot of polish and pizazz to it: love the little touches like smoke trails for the bullets, coin magnetism, blood splatters, etc. Felt like the slo-mo could use a bit more of a signifier that it's on, like a full-screen blue blur/vignette effect or something, since I'm not able to take my eyes off the enemies in the center to look at the mana bar tucked all the way in the corner. Could maybe use some sort of indicator when another shot is ready to be fired. Also you might want to make the 'next wave' more prominent and different of a button than the 'replay' to give it the focus it deserves. All-in-all, the gameplay is simple and intuitive with some interesting variety that makes you want to keep going blasting away, bit-by-bit.

Not too shabby; it's a fun and goofy little prototype that I could see growing into something big! I actually felt like I liked the game better before I discovered that I had the ability to shoot. When you can shoot, you can just blast away through everything, but if you can't shoot, you have to dodge around the interesting bouncing enemies you've set up, which is a lot of fun and very challenging. Maybe make it so that the bike transforms into gun mode only at bosses, but for everything else, it's in speed mode where you just dodge through enemies. Obviously it could use some polish: animated sprites, smaller hitboxes, more special effects and such for pizazz, etc, etc, just don't lose those sound effects, haha!

BobbertOC responds:

Thanks for all the feedback! I think you're right about the shooting making it too easy, and I like your idea about the bike transforming at boss stages. If I pick this up again, this is definitely something I would consider adding. :)

Another great puzzler! Felt like there was a good variety of obstacles and some cleverly designed puzzles. Did feel like some of the levels could be rearranged a bit to make the difficult curve a bit smoother as there were some spikes in there, but people's mileage may vary. Also while some of the mechanics were introduced very well, such as growing big allows you to bypass arrow panels, I felt like squishing trampolines while big wasn't introduced effectively enough since it didn't stick in my mind and made me stuck on a puzzle for quite a while. Still, all in all, everything felt pretty smooth and I enjoyed my time with it!

Pretty cool game that delivers fast-paced fun! Felt well-constructed in all aspects: graphics, sound, music, and a good variety of obstacles to contend with. The low-fi graphics do make it a bit difficult to identify some obstacles at times since everything is so blurry: I also feel the big yellow hump and the green bump could use some more shading to let you judge their distance better for being able to jump over them. I like the time power-up in how shiny and animated it is to establish it as a beneficial item: I feel like the boost power-up and ring power-up should also be shiny and animated to make it consistent. I'd love to see more levels as I felt like it was over too soon!

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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