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FutureCopLGF

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At its core, it seems like a really decent game. Very cool puzzle mechanics, neat variations, and solid level design that introduces the concepts one-by-one and ramps the difficulty up gradually. For me, though, it is just way too lacking in any sort of polish or pizazz: no music, no sounds, simple graphics, etc. Just feels very drab: not even the buttons on the menu pop or highlight! I think this game can be something really good, but needs some extra time in the oven to make it shiny and feel good to play.

I'm too dumb for this game, haha. I barely made any progress unfortunately: only got to level 6 when others are talking about level 10! I'm just too frazzled from other puzzles, I suppose. Still, it seems well put-together and challenging. Mechanics seemed very intuitive.

Fun arcade action! I like the simple gameplay and like that the game allows you to take risky, dynamic moves like flinging yourself from ladder to ladder: if you had to wait for each ladder to go across I think the game would be way too slow. The game sometimes does feel a little RNG-dependent where you can get screwed on apples, or something they all spawn on the edges leading to an easy victory. Guess that's the break of having it be random instead of a structured puzzler. I had a good time with the game though: I thought it was gonna end at 16 apples but it just kept going, haha!

Very solid and impressive roguelike! Feels like the game is just very well put-together in all aspects and goes above and beyond with some nice polish to it. Unfortunately, I didn't make it too far: felt like the game kept screwing me over in terms of every enemy always being spaced the wrong way and I never had enough items to deal with them. That's the danger of these games in terms of luck, I suppose: when it all comes together it is great, but it can be easy to get stuck in a failure cascade. I'd say maybe allow some way to upgrade your character to make subsequent playthrus easier, but I understand if you don't want to compromise the difficulty as maybe there is a method to the madness I'm just not immediately seeing. I won't hold it against the game though and still think its great!

Not too shabby! Delivered a decent challenge and a good variety of mechanics to bounce around. Felt like the game had a cool difficulty curve to it and introduced concepts very well in initially simple patterns, but eventually complex patterns. Also had some nice touches to things like small screenshake and squishes for bounces. Real solid!

Very clever concept! While the game is not gonna blow anyone away graphically, it delivers a really satisfying and unique puzzle experience! Can sometimes be a little frustrating to make your way through the level with the key since some moves with it are a bit unintuitive, but once you get used to it, its a fun challenge. I liked collecting the power ups and figuring out the spots to use them in, and I especially liked the design of the levels where the exit of a zone is built to have a shortcut specific to the power. Solid Metroid design!

adriendittrick responds:

Thanks for reaching the end :)

Neat little boss battle! Had a good variety of attacks and it felt fun to destroy him. The game did feel a little underbaked, however. The HUD was painfully small, and the timed reload bar which should be right above the player when its needed was stuffed in the corner (not that it was necessary as the timed reload was painfully underutilized and too fast to time for such a neat mechanic). Was a little glitchy at times with things like death transitions, and you could shoot the boss while it is still introducing itself for funny results. Still, fun little romp and I hope the birthday boy appreciated it!

Simple but fun! Not a bad concept and it does well at making interesting levels to go through with a good variety of mechanics and challenges. While the core is fine and solid (though sometimes a bit frustrating since it feels like the knifes lag behind a bit), it is a bit drab graphically and lacking in polish and pizazz to really make it pop and stick with you. The HUD and the text, for example, is a bit sloppy in terms of formatting at times which can create confusion: for example, I wasn't sure how to read the end scores of each level (I thought the grey stars actually meant I got a silver medal or something instead of not completing it). The only cool kind of effect, being the target dropping when they hit, can actually cause frustration from them blocking you trying to hit something else!

It's interesting, and a cool story with a lot of intrigue, but it felt like I was waiting forever for the game to actually start. First came the arrows, but two of them lead to immediate dead ends, so it wasn't really a choice at all. Then when it came to the minigame, it counted my left click to start as the wrong hand to start so it dumped me into the bad ending, which was a real bummer (and when I tried to restart to try again I couldn't move the mouse to proceed). There were a lot of typos in the story as well which kinda killed the mood at times. I think the story had some cool ambience to it so I think there could be some great things in store for future projects.

GameDanTeam responds:

Thanks for your message.

The choice of the arrows it was only to show the different parts of the ship, the script has no different ways at this part. We worked with a small budget in our first Visual Novels and there are a lot of things that could be improved. Our future Visual Novels will feature Digital Art and will be far better.

The issue about the left click was explained in the line "Remember to start with the right button.". You are not the only one that died this way. In a next version we'll solve the issue to retry and see the good ending, also the bug of the mouse when restarting the game it has been solved in other of our games. We'll work to fix these two issues.

Please, check out our other games, we hope you'll like them.

Thanks.

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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