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FutureCopLGF

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A very funny experience to go through! Definitely gave me a bunch of laughs with its interesting premise and commentary. Controls can be a little frustrating at times and the Dark Souls (heck yeah I chose Dark Souls) boss was annoying with its laser beam which can kill you with no way to defend against it, but otherwise I had a good time going through the challenges and screwing around. Will definitely be coming back to this one to try and look for some other choices!

Great game! Loved getting through both the regular and the dumb levels. Felt solid all-around in all aspects: art, sound, music, design. Had some very impressive touches to it as well, such as the subtle coyote time for easing the jumps. Had a couple of weird glitches with the points and hit detection, but it didn't detract from the experience. Keep it up!

A little rough around the edges at the moment. A lot about the game is very impressive: the art, animations, music and general presentation are all wonderful. Unfortunately where the game seems to drop for me is the core fighting mechanics: they are a bit janky and unsatisfying at the moment. Without sound effects, sparks, hit stop and reactions from the enemies when they get slugged, there isn't an effective feel to the punches. If that can get ironed out, I would love to see more from this as I think it could really go places.

Really cool game! Very interesting and unique concept that comes packed with some good game feel as well as great graphics and sound. Love the little touches like the lag that happens when picking up gems or the satisfying way the gargoyles turn into stone. Definitely a solid all-arounder and impressive for a ludum dare game. Only thing missing at the moment is some sort of long-term goal like a high score records/chart, levels or some upgrade progression or whatever; at the moment it feels a little empty without it.

A simple game, but it has a lot of pep to it that really elevates it! The music and sound effects are great, and I love the effects that happen when you pick up an item, among other things. Game also has some really smart design to it in terms of the level structure and the enemy AI: you wanna stick to the outer roads to be safe, but in order to keep the combo going, you have to risk going through the diagonal rooms where the enemies move erratically. It is a little short-lived however and could maybe use some more elements to it to keep the player engaged.

CMulholland responds:

Thank you for sharing your experience! I'm glad you liked it and see what I see in it.

Really cool art style and presentation to this adventure! I was really intrigued to see what happened in the end as it really gripped me. Animations, sound design, story: all of it was impressive and well put-together. Unfortunately, that made it hurt all the more when it ended so shortly! Nonetheless, it was a cool journey while it lasted.

Hopefully my body serves its purpose and lets people get past room 34; thank you everyone for letting me be lucky enough to get that far.

Really great concept and impressive delivery of it! Love the looming dread as you make it through the challenges by the skin of your teeth and the main conceit of the game hits you. While I hoped I would make it to the end, I was probably actually more pleased that I was able to be part of the process in helping others through sacrifice. In fact, I almost wish that it was true perma-death to make it more impactful, but maybe the complaints would be too great to allow that: anyway, I love it! Only issue I had was that I felt like the jumping was a little sketchy: I generally don't like games that make it so you keep jumping if you hold the button, as I prefer to have to press the jump button for each jump and be more in control that way. Also felt like the character moves a bit too fast, but I can't complain much at that as I'm guessing it is intentional to add to the difficulty. Could cause some 'cheap death' complaints though, which can hurt in a game like this where I think the intention isn't to cause deaths by cheapness, but rather through intentional sacrifice.

Really fun! Really cool survival gameplay where it is fun to manage the two heroes and make sure they are always supplied with enough weapons. Has some good visual and audio flair with the blood splats and muzzle flashes. Only issues I have is that the controls can be a bit laggy and delayed at times, it sucks to get stunlocked by enemies, and that I feel it should embrace the gore a bit more, considering its Madness: I want there to be bullet holes in enemies, blood splashes on the ground, exploding heads if you aim correctly, more melee animations, combos, and so on. I think there is a great core game here that is already pretty dang fun: just needs more brutality to the attacks to make it a solid classic!

Not too shabby: idlers aren't really my thing but this has a decent amount of polish to it that makes it fun to grind through. I'd say to allow more strategy during combat with more decisions, or before combat by allowing you to pick skills or stats for your classes, but perhaps that goes against the idler design, I dunno. Basically could use a little more to it, but it has a solid core.

Fantastic puzzler! Felt great to make it through the puzzles and learn how to handle the ball with precision. Good minimalist design and music to let you get into a flow state and enjoy spinning to win. Would love to see more levels from this, though I will say I'll need time to uncramp my hand, haha. It is a bit difficult to control at times with the keyboard: it could potentially help to switch from a digital input to an analog input by letting, for example, mouse movement spin the platforms: that way you could use more subtle, slow movements which aren't possible with digital inputs, and that'd let the player feel more in control since it can be frustrating at times. Nevertheless, it was fun!

AlienPlay responds:

I plan on making more levels. Thanks for feedback and ideas! :D

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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