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FutureCopLGF

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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

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

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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