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FutureCopLGF

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Hmm, it's a decent sequel to the first RoboNips, I suppose. The presentation is charming, the concept is ok, and the inclusion of the gun is a nice way to deal with those frustrating scenarios where you have just one block left but you can't get the ball to bounce there. But other than that, I wasn't really feeling this and was disappointed at not only the lack of evolution, but the lack of patches to fix previous issues!

I tried my best to enjoy it, but not only is it pretty much a basic block breaker, I found myself very frustrated with the physics and collisions. The way the ball would bounce off of blocks made no sense at times, and trying to aim the way to bounce the ball off of the player character was annoying due to how thin they are compared to a standard paddle, causing me to lose patience easily. Shooting was nice but was severely limited: I wish it had some sort of passive recharge mechanic in addition to the star ammo. All in all, I didn't make it that far before giving up, sorry!

Nice little arcade game! It's a bit simplistic, but it's got some good vibes, I liked the varied Glum behavior as it creates some challenging patterns to deal with when they overlap, and the risk/reward of consecutive bounces and flips to get a hi-score is cool. I don't really care for the colors and hats as much as others likely do, but the challenge room with hard mode is a nice bonus.

Some subtle aspects that I enjoy are the fact that the Glums have animated attack telegraphs: it does a lot to make everything intuitive and avoid unfair/cheap deaths from sudden attacks. As grim as it sounds, I also love the death animation: the sudden freeze and the explosion afterwards gives me old-school vibes like the Adventures of Lolo (and I like that you can skip it once the novelty wears off!)

If I were to have some feedback, it'd be:

*While they are generally ok, the hitboxes can be a bit wonky at times where instead of my character getting hit, it's more like the invisible space of their bounding box gets hit. Also I've had some rare times where I totally jumped on top of a vulnerable non-attacking enemy and I get killed instead of bouncing off of them for some bizarre reason.

*The tutorial window is terrible as not only is the text grainy/distorted, it auto-advances too quickly for me to read, and when that happens, all I can do is hit the block to start the sequence over and wait for it to get back to the page I want to read. Ideally, you should hit the block to advance to the next page when you're ready.

*While you do get some sparkles and sounds when you do a high number of flips which is nice, I wish that the feedback would be more specific: I'd love a number to pop up for how many flips I've done during the sequence, and how many points I got when I end my flip combo.

*I'm not sure as perhaps I'm missing something, but it feels like the game is stagnant, meaning that it doesn't increase in difficulty the farther you get, and that means that once you get good enough, high scores are just a matter of patience, not skill. Ideally, I'd like the game to speed-up or perhaps transition into hard-mode after a certain amount of time or points.

Joshmellowfellow responds:

This is some pretty awesome feedback thanks for playing! You’re not wrong about the game feeling stagnant, the angry glum is supposed to accelerate and become much faster but I thought it was too fast at a point m. But I’ll workshop this a little more. I’ve been meaning to do flip and how to play ui update aswell I’ve been on vacation and work has taken up a lot of my time but I’ll try and get to some of it tonight.

I had a rough time playing this at first because the camera kept drifting for me. Eventually I learned that it seems to be a Firefox issue (and a lot of games seem to be suffering from this too), but the fact that I didn't immediately quit in frustration and kept going by playing this in a separate browser is a testament to how much the game impressed me and made me want to stick with it!

The game's already nice enough in delivering a good set of MGS-esque VR third-person stealth missions with a load of various mechanics to keep things interesting as you go through the levels. But when you then add on some neat story hooks and a fun ranking system, well, now you've impressed me! While a bit janky here and there, as well as not having the most impressive graphics, this was a great lil' adventure!

EndworldReaper responds:

Thanks for the review! I agree about the graphics and jankiness, if I had more time I would have liked to polish both. Glad you had fun!!

This one surprised me! I feel a bit silly for liking it so much considering the game is so simplistic, but hey, if it works, it works, and for me, this worked! I loved racing through the courses as fast as possible, not only to get a hi-score, but to maintain a high enough speed to clear some of the gaps. It provided a nice challenge with some cool twists like the wall running, and it reminded me a lot of other fun speedrun parkour games such as Neon White or Cyber Hook. Just some good ol' simple arcade fun to be had here!

By the way, it looks like there is a weird camera drift when I try to play it in Firefox: it goes away in other browsers like Chrome though. I've been seeing this drift issue in a lot of other games too, so I dunno what's going on and how it can be prevented. Bummer!

Not too shabby! It's a tad bland, the low poly graphics aren't used in any interesting way, and the sliding puzzle mechanics aren't particularly exciting or new, but nevertheless this game makes for a decent puzzle-solving experience with plenty of levels to go through that add some interesting complexity when you have to work cooperatively with multiple characters. The inclusion of par star scores to go for is always a nice bonus too.

froggyrs responds:

Thank you! I really appreciate your feedback.

Hmm, not too shabby for a prototype!

It's certainly rough in a lot of ways: I would get stuttery performance hiccups a lot, I'd get confused over how much I need to clean up to lower the thorn walls since there's no gauge or tracker, it's rather repetitive to clean the goop up, and in general the game can feel a bit too big for its own good which leads to a sense of directionlessness.

But the movement shows some promise in how smooth it can be to platform around, the world has a decent amount of obstacles and secrets to keep things interesting, and above all else, it has some neat melancholy vibes due to its music, world design, and characters you meet.

So yeah, feels like this has some potential to make for an interesting adventure. I'd love to see the act of cleaning get a bit more interesting than just spamming the broom: it'd be great if fancy movement techniques could be used to clean-up, similar to what you'd see in something like Dustforce.

trixelbit responds:

Thanks for playing! This summarizes a lot of the feedback I've received.
I need to improve communication with players. I think I left most players without important tools that aren't obvious.
Thing's like not needing to swing to cleanup areas, and ways of increasing distance in jumps.

Either way, lessons learned and things I seek to improve in the future!
Thanks again for playing!

Hrmm, this one is in too rough of a state for me to enjoy, unfortunately! I think the characters are cute and I'm always in the mood for a good beat-em-up, but the game just feels wonky in almost every respect imaginable: even doing something as basic as just moving the character feels stuttery and unpleasant, like the game is barely holding itself together! I try to fight the ghosts but my attacks are so stubby and awkward that I typically end up messily trading blows, and after beating a few, the game just seems to stop, leaving me in this empty subway with nothing to do but assume it either glitched out or is just unfinished (which seems to be the case based on the description).

It's very rough right now, but I'd like to see this game in its ideal state if you continue to work on it. I wanna lightning kick the heck outta those ghosts properly!

psychobun responds:

I haven't thought about the movement, I recycled a code from my current developing game, but I always thought it was fine, if you want you can tell me more about the movement and the fight stuff, the punches goes to the camera direction which is controled by the mouse but if you're near to the enemy it redirects to them, idk if it's better to snap automatically to the enemies or just punch at the view direction 🤔🤔. The same is for my current game, so I don't wanna have that bad feeling in the big one 😭. I used this game for this, to get feedback that will be useful for the big project (and also polish this idea)...
And yeah the ghost are supposed to spawn all the time so its a bug and also isn't a bug (? I want to make it a propper ending.
thank you for the feedback

Hah, reminds me a lot of something like Carmageddon! I like the goofy and comedic vibes that the game has, and mowing down pedestrians and trying to keep your combo up is quite fun! I don't think it quite has enough content to it to keep it entertaining for the full 5 minutes (could use some more interesting events like stream snipers) and it's a bit rough to play with weird collision detection and an unsatisfying drift that is so awkward I just end up not using it, but it's a pretty good attempt at a nice and simple arcade game!

Argh, this was a rough one for me!

I really want to like it for several reasons. Driving along as the tank feels very fun just by itself, especially when you hit the turbo and turn into a sick drift, kicking up dirt. The enemies can be quite challenging in interesting ways, such as the missile launchers which fire where you're going and thus force you to dodge. And in general, I like the idea of blasting stuff as a tank!

But man, I just found the experience incredibly frustrating and annoying to play. Call it bad aim or a skill issue, but trying to shoot at these teeny-tiny enemies with even tinier hurtboxes was impossible for me, especially since you need to be shooting at them while moving: I really need some sort of lock-on or generous aim assist for this to work for me. It didn't help either that the world and levels just felt needlessly big and dull, and I hate that the general enemies get hitscan weapons since it makes it feel like its just luck on whether they hit you despite your best efforts.

I think the concept behind the game could work, and there is some charming aspects to this like the goofy narrator, but yeah, the execution is lacking for me currently.

3p0ch responds:

Huh, I thought they'd be reasonable targets if you get close and/or slow down and shoot them without completely stopping. Hopefully you got a video, I'd probably have to see what's going on.

Hey, this was pretty cool!

The introduction sequence of figuring out you're chained to the wall, and then having to try and find items within arms reach really blew me away with how novel it was and got me hooked and immersed into the horror experience you've cooked up! Yeah, I'll admit that everything beyond that intro was a bit cliche and I could easily tell how it was going to go: I kept saying "welcome to the family, son" whenever I walked to the front door and sure enough, it happened, haha! But still, being able to sneak through the house and look through drawers and everything was neat and it all felt well-crafted overall.

If I was to offer some feedback, it'd be:

*I examined the soda and the character suggested to drug it. This is fine, but in my current state where I was still looking for exits, you'd think the character would just be focused on running away, and it'd only be after they realize there's no way out to try something else like that. Just a bit of a sequencing issue, I suppose.

*The place where you'd put the mouse to interact with an object could be really awkward sometimes in its placement. Like, I'd be pointing at a door knob and nothing would come up, but if I point at the center of the door, now I can interact with it. I did play it in Firefox, so maybe this was the bug that was mentioned? I didn't have any other problems, though.

*I wish the game had more interactions to not only give the environment more life, but also explain some odd behaviors. For example, I'm trying to interact with the open windows to escape, only for nothing to come up. It'd be nice if maybe the character would say something like "I'm too weak: I don't wanna risk jumping out and breaking my neck" or something like that.

Very promising stuff!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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