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FutureCopLGF

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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!

A little bit confusing initially, but ended up as a cool and challenging game. Wasn't sure how the crystals worked, or what the bird meter was all about, but eventually I realized it was about the challenges of collecting carrots and minimal jumps. A bit of a shame that the bird is a bad sign since it's such a cool and explosive ending to a level. Jumping mechanics were a bit glitchy and un-deterministic at times, but when it worked, it was a good experience.

A fun, goofy game with clean, crisp graphics and sound! Love the variations of questions and newspaper clipping results. I'm not able to get any type of special ending though besides the basic one: not sure if there are endings or if I'm just that good?

monish97 responds:

Thank you so much. I'm glad you liked it. I am planning to add more content to this game in coming days.

Pretty cool game; love the graphical/sound style to it. Has an overall crisp and professional feel to it, along with atmosphere. The game can drag at times, however, due to a lot of empty and unused space at times. For example, it felt like there could've just been the one screen for the docks instead of having all the other screens with boats. Just felt like everything before the island proper was just busywork without much payoff. The island was proper spooky and cool, though, so kudos.

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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