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FutureCopLGF

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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!

Very cool game with an impressive amount of polish to it in regards to the graphics! The animation is a pleasure to look at both in terms of the gameplay and the menus. I'm kinda at odds with the game however, despite enjoying it. It just felt like it was a bit too slow and punishing for the combo gameplay it's going for. For example, I love how snappy the downwards-drill move is: it starts immediately and you can chain it into other moves after you hit something. The side-dash however? Very slow to start, ends way too early, and if you miss, you're stuck in a super long recovery animation. The cancel move seems super cool: love the way you flash and the sound effect that goes with it! But all it does is screw you over as you can't do anything after it: why can't I use it to give me a little leeway in chaining attacks? Also, while I love chaining moves in the air, trying to chain side-dashes on grounded opponents can be frustrating as you're trying to time it right before hitting the ground so you don't lose the combo. Basically, I think the game is really, really cool, but the combo system is really inflexible at the moment and demands too much perfection: if it was a bit more loose, forgiving, cancellable, and so on, I think the game would feel less laggy and such. However, I understand if you want to keep it designed as-is to keep it a 'hard-core' experience. And while I was frustrated, I had to admit I did want to keep playing, so you're doing something right!

Pretty rad game! I like the presentation: feels like all of the elements such as music, sound, graphics and so on are there to make a nice core game. The only thing missing for me was a big hook. It's a nice game and I had fun finding all the cheese in the level (although the jumping mechanics are very fast and it takes a bit to get used to, but i "got gud" at it), but aside from the quirky quips and such, there wasn't much else, like a unique mechanic, to make it stand out from being just a basic platformer. I enjoyed it though, so I feel like it's a really decent core: would just love to see it polished up a bit and blossom into something big and unique like that weird Pizza Tower game or something, I dunno. But I understand if it was just a small prototype game for Pixel Day, and it's impressive in that regard.

ninjamuffin99 responds:

thankya futurecop for all ur work i appreciate ya

Pretty cool game! I like the progression of moving from level to level and the variation of enemies is very impressive. Graphics, music and sounds give off a really cool gameboy aesthetic. While I think the core gameplay is good, it is a bit frustrating at the moment. For example, sometimes food seems to recover mana and sometimes it doesn't (and if you need to eat multiple food before you get a mana point there's no way to track it)? Only being able to have one bullet on screen leads to inconsistent shooting mechanics where a miss is too devastating since you need to wait too long, while a hit allows you to shoot once again immediately. Some of the enemies can be a bit frustrating to deal with since they can be slightly above or below your line of fire, but I do like the variation and you can dodge them, so it still works in the end. Basically, the game is still good as it is, but I think it could use a small bit of tuning to reduce frustration: you could allow a more consistent shot pattern, or allow checkpoints, or increase the speed of the game/reduce the time spent per level so the player can learn and retry quicker, etc.

Harlemblack responds:

Hey thanks for the elaborate review. Yes I actually had faced the issues you mentioned during the development phase. On Mana mechanics, there is actually an invisible mana bar being full of 100%. Each spell uses 30% mana while each food taken replenishes 10% mana (except the moon sphere as it restores 100% mana). This explains the randomness of filling mana by picking up foods. On shot pattern/management, I actually tried to provide three bullets on screen at a time instead of one. This made killing enemies ridiculously easy. If you notice, most enemies depend on ramming themselves to hit the player, not projectiles. You could just stand in a corner and eliminate any enemy marching towards you. To compensate the one bullet system, spell mechanism was created. With proper positioning, timing and spell type, player could wipe most if not all enemies on screen with single spell. Lastly, on game speed, yeah I was lazy in this part. I once tried to vary the speed but it was a mess. The first three levels require 3 mins to complete while the last two about 5 mins each. the gameplay duration will be about 15 mins and I think it's too short to have any checkpoint. My current games still use the elements of classic arcade games such as no checkpoints, lifeup mechanism, etc. But I really appreciated your inputs and shall make them considerations in my future games. Thanks.

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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