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FutureCopLGF

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Fun puzzler! I think the level design is a bit awkward initially: especially with the weird 'guess the right flower route level'. After that, though, the level design really takes off as it starts introducing barrels, spiders, snake pots, spikes and more in very clever and satisfying arrangements! I like the graphics especially as they are well animated, cute, bouncy and very nice to look at.

grinrobot responds:

Thank you for your kind feedback!)) We have prepared 66 levels in the full version of the game. New monsters, new adventures, map and new smart moves are waiting for you! https://store.steampowered.com/app/1209520/Smart_Moves

Not too shabby of a platformer! I always appreciate a good Nazi-killin' game, and this one has all of the necessary elements for a good core. I'd say that it just needs to polish itself up to deliver its core mechanics. The biggest thing for me is the feedback: right now it is very difficult to tell if you're being hit, or if you're hitting things, and even if you can tell from looking at the health bar, it's not as satisfying as it could be. If possible, there should be more indicators when something is hit: sounds, sparks/splatters, recoil, slowdown, anything. Also, there are some slight annoyances like the top of a ladder not being something a player can stand on, meaning you have to keep holding up awkwardly. Lack of feedback also extends to other things, like not being able to see the effects of potions and spells. If those things are added, this game could really be something great as it already has some cool elements like boss fights and such. Would love to see this game improved or more from you in general!

GoodL responds:

Thank you so much, these are some great criticisms. I completely agree with you. We'll be working on it!

Very cool and well-put together game! Presentation is solid and I'm making my way through, bit-by-bit. I like the secrets that are hidden around levels, gives it a real sense of exploration (though I thought the "Hey You!" was just part of the music track at first, haha). Really enjoyable, though I do think there is a lot of confusion. For one example: I dunno why there needs to be two types of spikes: the block spikes, and the rotate-y spike balls. You'd think it's because the rotate-y spike balls are affected by gravity, and the block spikes aren't, but some spike balls aren't affected? Very inconsistent and frustrating to keep track of. Feels like the game also goes too fast into precision-platforming-based levels instead of puzzle-based levels, and those types of levels are a bit too frustrating to navigate with these controls. Still, the general feel of the game is very positive for me!

Also, there's a little bug for me where the music doesn't start after selecting a level until you die once in the level.

Really solid puzzler! Probably my favorite of yours so far, which is surprising since I usually go for the more action-y puzzlers (because regular puzzlers hurt my brain, haha). Something about this is just so satisfying and intuitive and...so chill and addictive! Everything about it is just so well put-together in all aspects: level design, sound, music, graphics, etc. Top shelf!

For something that looks so simple, it actually delivers a lot of great content with its cool levels and large number of interesting mechanics (and I actually like the goofy way our hero just rotates as he flies). My only complaint would be that I felt some of the levels might be better reorganized to flow better: felt like the block pushing levels might be best left for the middle portion instead of introducing them so early: have the first levels just be flying around and managing fuel and switches. Game has some really cool levels that stood out to me, such as the boss fight and the level with the two blocks synchronized rising like a race: reminded me a bit of I Wanna Be The Guy. Also loved the varied music which was a treat for each level!

Very fancy game! The presentation is top-notch with a lot of pizazz to it, and it doesn't stop with just the game sprites, but the menus and UI as well. A very generous amount of content is in here as well, especially considering the gameboy world (little confusing to have it on the right side considering its the tutorial? not really a tutorial though, I'd say its just a bonus level). Some of the movement controls are a bit fiddly though: it feels like the flip changes the way you jump and to avoid confusion I'd prefer to just have a regular jump instead (or make all jumps flips). Could use some "coyote jumping" mechanics as well: lot of deaths due to the game not registering a last minute jump on an edge. Also there were jumps where the platform was a little too high right above you and you had to run in place to reach it? It's a really solid game and I'd love to play more of it; just needs a little polish on the movement to make it feel as smooth as the presentation is.

TristanMX responds:

Thanks for playing dude! I've been thinking about the coyote time seriously, I feel that it should be added. Now for the flips, I moderated them. In the original version, you flipped all the time, but the animation gave a sensation of miss control, so I decided to trigger the flip only after certain amount of time in the ground. The game is supposed to demand precision, as in mario maker, so for some jumps, you do have to keep pressing the run button, otherwise, you won't make it. I also moved the Gameboy as a bonus, lots of confusion with the original version of the game lol... nobody played when Woodlands was the first, then everybody complained when Gameboy was the first (is a mario copy, wah wah wah...), so screw them lol... now I took the decision of mixing it: gameboy for the tutorial, and Woodlands as the featured level where you can see the nice appealing of the game.

Thanks again for your comments, and enjoy the gameplay!

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.

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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