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FutureCopLGF

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Very impressive on all fronts! Solid art, sound, music and game feel with a good level of polish to this game. Loved going through the story mode and thought it had a good variety in terms of enemies and formations to battle through, along with some cool powerups. My only complaint would be that the game is too hard at the moment: so many rounds to get through with no end in sight where a single mistake sends you flying back all the way to the start. I'll keep fighting my way through it though!

Very intriguing and novel game here! While the animation of the main character is impressive and very cute, the rest of the world and interface was quite bland. Was a bit difficult to learn how to play the game as well due to the overloaded tutorial, but once you come to terms with it, its incredible in its scale: like some sort of weird automated Harvest Moon! Unfortunately I had tons of performance issues with this game and could barely play it, but I do love the concept behind it and will try and play it further later on to see if I have better luck.

Very impressive for a game jam game! I think the implementation of the slow down mechanics was very well done. It was very fun and challenging to navigate through the obstacles you setup, though I have to admit it got a bit frustrating at times due to the confusion over figuring out what the exclamation over the enemies signified (turns out it is a proximity detector that stops the enemy from shooting) and the confusion over where the player's hitbox was. At the end of the day I made it through, though!

Prox276 responds:

Thanks for your constructive critisism! I will probably participate in another game jam of some sort and I will try my best to make these rather subtle things more clear.

A very funny experience to go through! Definitely gave me a bunch of laughs with its interesting premise and commentary. Controls can be a little frustrating at times and the Dark Souls (heck yeah I chose Dark Souls) boss was annoying with its laser beam which can kill you with no way to defend against it, but otherwise I had a good time going through the challenges and screwing around. Will definitely be coming back to this one to try and look for some other choices!

Great game! Loved getting through both the regular and the dumb levels. Felt solid all-around in all aspects: art, sound, music, design. Had some very impressive touches to it as well, such as the subtle coyote time for easing the jumps. Had a couple of weird glitches with the points and hit detection, but it didn't detract from the experience. Keep it up!

A little rough around the edges at the moment. A lot about the game is very impressive: the art, animations, music and general presentation are all wonderful. Unfortunately where the game seems to drop for me is the core fighting mechanics: they are a bit janky and unsatisfying at the moment. Without sound effects, sparks, hit stop and reactions from the enemies when they get slugged, there isn't an effective feel to the punches. If that can get ironed out, I would love to see more from this as I think it could really go places.

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.

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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