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FutureCopLGF

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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.

Neat adventure! Lots of interesting puzzles and I liked the way the game got the player onboard with a quick flashback, a nice tutorial through use of the tickets, and the optional reading of as much of the backstory the player wants to in the files. The atmosphere was really creepy too, at least for a sissy like me. Nice work!

You guys are so awesome, damnit.

I think I called NickConter a bull by accident again instead of a horse when I told myself I wasn't going to make that mistake again, damnit.

Merry Christmas, damnit!

NickConter responds:

haha I been called a cow and a bobine before so there's no beef my dude.

Very ambitious and cool! Great to see an indie hack-and-slash in the likes of Diablo and Path of Exile revolving around pirates. I think the rum bottle is a cool innovation on the potion system. I think it has a solid core that just needs some polish and tweaks to make it more pleasant of an experience. As it stands right now, I think the game should default to showing health bars above enemies since without them, the game doesn't provide enough damage feedback to show how you're doing in a fight. I think you should also always have access to your sword melee: don't bother with the rifle melee as it is worse and if you don't have pistol or bomb ammo, you get stuck with the rifle melee with no way to bring out your sword, which I think is silly. The fiddle should probably also only drain rum if you are actually healing teammates: otherwise, it'd be nice to attract items without wasting rum. Leveling up should probably pause the game as well when you pick a perk.

Borington responds:

Thank you! Really helpful feedback!

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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