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FutureCopLGF

2,201 Game Reviews

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Short and sweet! Has a very interesting, goofy and unique aesthetic to the whole thing that kinda reminds me of games like "Let It Die". The combat was a bit of a bummer, however. It felt like there wasn't any meaningful way to flex on enemies: the bullets they fire are too fast and they stay locked on to you so tightly that you can't dodge or anything fancy, so it just devolves into them draining your health and you trying to drain their health a bit faster than they can. Movement was a bit awkward as well, with me getting stuck on geometry a lot. The boss was pretty cool though: with that fight you could actually strategize and feel smart understanding his pattern, but in the end he was such a bullet sponge. The game looks like it has a lot of heart though and I'd like to see future projects!

Slayed my way through to the end and had a lot of fun! Felt like it almost put too much emphasis on the whole dying mechanic when really that's just a side objective you utilize when you don't think you'll make it through the primary objective, which is getting to the end. But then again, it's natural to want to get to the end and it's a bit funny as an unspoken objective, so maybe it's really good like that. Felt like the bonus moves for each weapon were actually worse than the default, and I wish the dungeon changed in some way as you go deeper, or kept track of how far you've gone. Anyway, nice work on this!

Really nailed the aesthetic and delivered a clever twist to an old-school game! I feel like it's a bit too difficult too fast with no real difference as you go up in levels (then again I didn't make it that far), but I did appreciate the challenge. Cool design as you are compelled to blast through to the enemies in the back to get the powerful guns. Tractor was a little confusing as I thought it was something you'd hold the button to keep going, but it all got sorted.

Wow, really impressive on all fronts! Great music, graphics, animations and sound, all polished with a staggering amount of levels to go through! I enjoy the concept and the use of dynamic difficulty by letting the player decide how much they want to optimize each level. I did feel like some of the levels were a little out-of-order in terms of difficulty, as well as some levels repeating themselves with similar geography/concepts, but all-in-all I had a blast!

Wow, wasn't expecting something this expansive after the previous Hitler game! Really impressive amount of content to cover, and I always love a game that features many glorious ways to die (all with their own animations!) I appreciate the little touches like in-between frames on rotations as well. Felt really clever making my ways through the puzzles, especially the prison shoot-out, and wasn't expecting the game to change so much with the rpg/brawler elements: almost feels like too much and it gets a little boring-mazey but I appreciate the variety. Game does have some awkward controls but nothing too bad: was confused by how text will pop-up if you hover over something without clicking it, and sometimes the slide-out menus were a little finicky. Really cool though!

EDIT: Made it through and picked something very "noble", wink wink nudge nudge. I'll try and make some other choices later, but it was a great experience. I liked how much little details and touches that weren't exactly necessary, but made it feel all the more better, such as the shaving minigame. I know how difficult it must be to develop stuff like that which could be easily missed, but the effect is very much appreciated!

Pretty spooky! I think both the graphics and sound design create a nice creepy atmosphere, particularly the ambient/background track. Feels like it needs some adjustments to really nail it though. For example, I think there are a lot of events that missed a chance to be spooky, such as grabbing the item in the darkness, or pulling the item outta the well: some creepy sounds and other shocking effects or cutscenes could help punch those events up! Text also needs some help to eliminate the typos and weird formatting as they can take you out of the experience. Also for areas like the kitchen which is said to be gross by the cop, actually doesn't look that bad: maybe add some more color or other artistic elements to increase the grossness. Story is intriguing, however, and I look forward to more.

Cute little game! I think having to utilize your limited roster of cats, each with their own unique skills, to build a way through the level, is a pretty cool concept. Unfortunately, it feels like it doesn't fully utilize the concept to the fullest, as it both gets hard and ends very quickly. Also there are some slight control annoyances, such as the flying carpet cat drifting to the side despite letting go of the movement keys. I'd love to see more interesting levels to go through; you can't leave me hanging like this, haha!

Very nice! I was initially thrown off since it seemed the same as Just Slide 1, but I feel like this game has improved in the puzzle design and introduced a lot of cool new mechanics as well to make it even better than before! Still satisfying as ever to paint the levels, as it has a really addictive quality to it.

AdityaChaudhary responds:

Hope you enjoyed playing :)

Interesting game, but I do feel a little bit lost, haha. I think I understood it the main gameplay eventually and it is cool to chill out get lost in a trance of dodging, but I didn't feel like there was any sense of progression: the levels seemed random and didn't seem to rise in difficulty or change: only the player stats changed. I was expecting the player stats to be random, but naturally be higher and higher as it went on, and I expected the enemies to be basic but introduce the other ones in later levels, but sometimes I got high stats and difficult enemies straight from the start. I wasn't sure what a dangerous behavior was either as I wasn't able to get the bar high enough, unfortunately: maybe that would've been a cool boss fight or something. I understand that it doesn't necessarily have to have progression since it's just a score attack, but it felt a little lost without it, I guess. Pretty trippy game, however!

HealliesGames responds:

I didn't specified it in the instructions: with the increase of the danger bar, the probability of spawning those non-yellow protons increases.

The difficulty is intrinsic in the player's statistics, so yes: it is slowly progressing.
Actually there's no special event; a dangerous behaviour is only an indication.

But I was thinking of adding some sort of special wave between one behaviour and another, and maybe making the survival time more dynamic instead of the static 20 seconds.

Thanks for the feedback, Lucas!

Very impressive game! I haven't made it that far yet, but I'm loving the polished feel it has to everything! Very nice graphics, animations, music (though no battle theme except for bosses, cmon!) and so on: basically, it's solid on all fronts, and it doesn't stop there as it has lots of little touches and details hidden around that gives it a lot of heart and character. I usually don't like turn-based battles as I think there should have something added to them like timed-button presses in the Mario RPGs, but something about the battles in this game felt good nonetheless, so kudos on that!

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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