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FutureCopLGF

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Man, this took me back to the ol' Alone in the Dark and Resident Evil days. Pretty funny game and interesting execution. Actually pretty spooky at times (but thats maybe me being a sissy). Loved the variety of camera angles that were utilized. Mechanics were a bit confusing at times, such as not being able to tell what key you picked up, and how the animal keys appear in a random spot when you kill the zombie tanks.

Very impressive for a game jam game, in my opinion! Loved the stealth/survival mechanics, especially when it came to the footprints: you put MGS to shame in a week! It is a little clunky in some respects (can keep slamming the door on guards that come to your shack) and it doesn't go anywhere at the moment, but its a cool core that I should see being worked off of to make a whole story.

Amazing concept and delivery! I was worried initially that this would be a rehash of the Ranger/Wizard, but this one brought an awesome new concept forward of a warrior being controlled by a curse and tied the game mechanics to the story in a creative way (and it has a story now too!) Love how it ramps up with the inclusion of good/evil paths as civilians get in the way!

Solid puzzler! I thought the game had some good mechanics and introduced them with some great levels to play through. All in all, I had a great time. The only thing missing for me would be some extra polish/pizzaz, such as making winning a level a bit more exciting with more fanfare. Also, maybe present the candy theme a bit more by making the graphics a bit less grim and stony, or by having every level award a piece of candy as part of the victory? It is pretty cool as-is, though, so no real problems.

Diemorth responds:

Thanks for the compliments. These are really good suggestions, this will be useful to build future projects or if I change this one again, I am very grateful for the feedback, thank you for playing! ^-^

A goofy, fun little game! Loved the explosive VFX for delivering presents since it gave such a feeling of satisfaction to finding every chillren. Game does get a little monotonous towards the end without much variation, but it doesn't overstay and has solid mechanics so I can't complain that much. Hopefully those chillren don't use those gifts irresponsibly, haha!

Sweet game! Very creative and nailed it in concept and execution. A little bit confusing at parts, such as with the sit and rest which I thought would involve me not inputting at all, but it all worked out in the end as impatience took over. Wish there were more games like this where the story is told with hand-in-hand with game mechanics to give the player the intended feelings the twist brings, instead of solely relying on spoken word as many 'walking simulators' do.

And I ain't no pig with a long snout as I read it all out loud!

It was a bit rough for me since I didn't play the original Pikmin at all, so it took me awhile to learn how to play the game (and its difficult to get all of the instructions in that wall of text). But because the game was so impressive in its presentation, I had faith and kept going. Before I knew it, I collected all 7 chips and had a blast! Definitely could use a bit more of an onboarding process, but everything else about it is really cool and slick.

Got the complete package here: wonderfully goofy concept, funny dialogue, mesmerizing art, catchy tunes, and really creative mini-games which allow the player to express themselves!

Pretty cool for a prototype! Reminds me of a modern version of those cool DOS shooters like Duke Nukem where you blast through enemies and look for keys to get to the end. Enjoyed some of the cool touches like automatically moving the players up steps if they run into them instead of requiring them to jump each step (though it does make the player look kinda jittery, so maybe just turn them into ramps?). Looking forward to seeing more: seems like a solid core that just needs a little more polish and punchiness to the hits!

SheeplessDreamr responds:

Thank you. I will consider ramps at some point in development. And yes this game was heavily inspired by games from that era but it was at the cost of level design however that will be remedied in later updates in a few weeks potentially. I've noticed the jitteriness too and i'll fix it at some point too (i think it might have to do with the camera movement or an error on a line code).

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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