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FutureCopLGF

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Was really impressed with this game! While the graphics are a little bit lacking (could use a less bland looking sky and maybe vary the tile sets from desert to forest or other environments as you go on to reduce sameness) and the music is a bit drab, the sound effects, animations, and more than anything, the level design absolutely kills it! I felt like the levels introduced the mechanics bit-by-bit in a very intuitive manner, and the later levels were some great, clever brain-teasers that really make you think!

I gotta say, I'm not even familiar with Big Bang Theory or anything like that, but I still had a lot of fun with flags! Even though I didn't catch the references, your games are always so lively and filled with quirkiness and tons of details that really elevates the game to greater heights! This trivia game puts many other trivia games to shame! My only critique is that it would be nice to see what the right answer was if you get something wrong.

Fun and addicting! Something about the way you can draw the trampolines is very nice to do over and over. Interesting choice to make it so that the character's always jumping off a trampoline exactly perpendicular to it no matter what, without factoring in any momentum from a previous jump: makes it a bit more easy for the player. Could maybe use a bit more pizazz to it, such as foreground stars that parallax as you go upwards, or changing colors as you go higher and higher, or music or something or other, but I understand that might be against the very theme of trying to get that minimalist Vectrex style, which is done very well here.

Really cool game! Has a lot going for it, but might throw too much at the player for them to get used to initially. Really throws you in the deep-end, and that's coming from me who loves hardcore games with minimal tutorials, haha. Definitely could use a bit more of a guided tutorial which chops out unnecessary mechanics until they are explained later. Another big thing that might help is the camera: I feel like it is way too zoomed out initially and it makes it really hard to see things like small text feedback and the character sprites. I think there's a lotta good stuff in here, though, and look forward to more.

Glad to see a continuation of the Scrap Arms series! Just like it, this game has excellent story presentation, with good hooks and wholesome dialogue. Nice to see the characters come back as well. Controls are a little confusing at times, such as the 'Z' prompt appearing despite using the WASD keys for movement (which would imply the 'J' prompt to popup), and the equip menu has you go through a lot of actions to move equipment around when it'd be nice to see both the inventory and each characters inventory on one screen and move items around seamlessly. A little button reference in the corner would be nice too so people can remember stuff like hitting Z to wait a turn, perhaps. This is a really cool series and I look forward to more and more!

EDIT: Made it through, beat the boss and watched the ending! The heartfelt epilogue and direct words from you were a salve on my bruised body after the beatdown I got from the boss, haha.

BigBossErndog responds:

Thanks! :D

Very nice! Killing it with these platformers and this was an interesting one that's a little different from your usual, as you say. I'm still trying to make it through: I thought DED GUY was your hardest yet, but this one tests the brain, not the reflexes, and my brain is tapped out, haha. Movement system can be a little slow and odd since it's grid-based: if you try to change direction quickly mid-movement, especially near a cliff, you can end up glitching/killing yourself. You get used to it, however, and the game makes good use of its mechanics.

Very fun game! I especially love the fancy effects on display here: the wall-smash in particular is awesome and feels so good! Made it through the normal mode and hard-mode just fine and had a good time. If possible, I'd love to see a version where you are forced to backtrack further and further to build up speed to breakthru the next wall: in this version you never have to backtrack that far as there are little stumps which you can bounce back and forth quickly with. I will say that this system probably leads to less frustration than my idea would, so maybe this is for the best, haha!

Not too shabby! A simple game, but very fun to try and get a high score. I'm not sure whether it would be possible to change the input method to be a bit different: it can be a bit frustrating finding the button you want to hit when you've figured out the color you need, and I'd hate if that stopped people from playing this more. Wasn't sure if you could make the buttons to hit be colored themselves (or would that make it too easy?) or maybe allow keyboard shortcuts? Nonetheless, I had a good time, and the input system does work after you play a few times and memorize the button layout.

Very funny concept and excellent presentation! Everything about this oozes style, from the authentic box art, to the classic catch-falling-objects Atari gameplay, to the incredible pitch-shifting handshake sound effect. Solid game all-around that is very amusing. Does get a little repetitive (which is very authentic of games that age), but its still a great experience nonetheless.

Very nice prototype! We can always use more Smash TV likes and this has a nice solid core to it with satisfying combat and a decent amount of pizazz already in. I especially like how enemies flash when they are about to shoot, and how chopped enemies have their heads roll. A few potential suggestions to help this grow:

*I feel like the blood splatters should appear behind the enemies, not in front of them, to signify bullets and slashes going through them for better feedback.

*It'd be nice if dead bodies get greyed-out slightly to help them fade into the floor a bit so they don't distract the player from tracking still-alive enemies. Also maybe grey-out older blood stains so you can see fresh blood from recent shots to help track your shots.

*Player damage feedback isn't present enough: maybe a red flash or something to indicate when you get hit? It all gets a bit muddy and confusing when you're close to enemies and slashing with the sword: did I hit them or did they hit me, and so on.

Looking forward to seeing the final version!

heroyooky responds:

Hey thank you for the detailed feedback, some of these like the player damage feedback I will definitely be adding in 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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