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FutureCopLGF

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Very fun! Car feels great to control and drift around everywhere, and I love dodging around the cops. Feels like the cops are smartly designed so that you can't just outrun them in a straight line, you have to juke them with drifts, which is cool to do. Love the physics on all the obstacles being flung around. Had difficulty understanding that you had to stay within the checkpoints instead of just driving into the flag: could help to have some visual and audio feedback to indicate that you are capturing the checkpoint.

Pretty cool game with a lot of punch and explosive action to it! Bit tricky to understand how to play the game at first, but it seems to delight in being a hardcore game so I guess it comes with the territory, haha. That being said, the tutorial for learning slow-mo was very effective in its timing. Definitely a lot of fun blasting through this game, but its dragged down a bit by 1) bullet spongy enemies 2) getting shot and stunned by off-screen enemies 3) weird wall jump mechanics. Once you get used to it and embrace it, its fun though!

EGurt responds:

Ha, I'm not biggest fan of bullet sponge enemies either, but I originally wanted to try something different with 2nd part. For this exact case though, impossible difficulty was added later. Many players can find it easier too.

I believe enemies would only shoot from off-screen if they've seen player's projectiles first (like trying to play by player's rules), I can be wrong though, especially with that open level with 2 walkers.

Getting stunned might be a problem. Hopefully next release will feel better about this gameplay mechanic.

Seems to have a pretty good setup of mechanics and gamefeel, but at the moment, it just feels a bit aimless. Took me awhile to determine what the game was even about and if there was a goal: at the end of the day, I guess it's just supposed to have you survive as long as you can in a random level by punching people and building ways to route enemies around. Would love to see this built with a story, or levels, or something, as it does have a lot of good things going for it at the moment.

danidre14 responds:

Thank you again for the review! And yes, I realize the game isn't as intuitive for others as it is for the person that code it. I watch you play asking myself why don't you do this or that, and I realize I only know so much because I made it.
I've discontinued work on this project, but the experience is what I would go with, for my future games. Thanks! :D

Awesome! Felt really solid in all aspects: gets you hooked with a great concept and keeps you in with good controls, great art, SFX and music as well as wonderful humor all around. Felt like a good amount of challenge to it, as well as a nice game length. Great amount of polish to it as well, especially with things like the fast and smooth death transition. Very charming indeed!

Pretty cool to piece everything together and play around with the devices to figure out how everything works. Finding some items were a bit annoying and turned into a pixel-clicking hunt, which toes the line between frustrating and fun. Had a really cool atmosphere to it with the art and music, but I felt let down by the ending: I had so much dread building up and then pretty much nothing happened, which was a letdown. Nevertheless, it was an interesting journey.

It's an interesting concept, but it takes a while to get started up initially that kinda drags it down. Many of the levels I went through didn't really have any creative ways to get through them by avoiding combat or positioning enemies, and boiled down to cramped corridors where you were forced to just brawl, which was slow and painful due to every piece moving one-by-one. Upgrades might be a bit confusing as well and unnecessary since it makes me feel like the puzzles could be 'cheated' with stats. Eventually it did pick up and I will go back and see if I can finish it out.

Very cute! Ended up turning into a very interesting puzzler/metroidvania type game as I figured out the multiple uses for the costumes. I haven't made it through to the end, but nevertheless, its a fun little romp to find out where everything is hidden.

Crazy original game! Threw me for a loop initially since it throws a lot of mechanics at you, but once I came to terms with it, it was an awesome ride and I made it through to the end (though I dunno how the princess accepted my multi-eyed monstrosity; must be because I always made sure he had good teeth). Really impressive for a ludum dare game as it has an incredible amount of polish and inventiveness to it.

Pretty cool once it gets amped up in the later levels (past the first upgrade), but it is a bit long and boring to get their initially, potentially leading to dropping off. Mechanics can be a bit frustrating as well without being able to aim the gun at all and being forced to wait, though I understand that is the main conceit. Still, once it gets going it is has a nice, challenging feeling to it with a good level of polish and creativity in the level design.

Prox276 responds:

Thanks for the feedback! I completely agree with you, it does get boring around halfway into the game.

A great sequel to a great game! Once again, killing it with the interesting puzzles that really stretch the brain in creative ways, where what looks like a simple mechanic gets expanded upon greatly. Intuitive level design introduces the concepts well. And of course, I love the quirky, humorous design of the game and the various little cutscenes spread around. Only complaints I would say is that maybe some of the levels are out-of-order in terms of difficulty, and I did get stuck a bit because of it, but all in all, its solid and polished!

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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