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FutureCopLGF

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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

Awesome! Felt really solid in all aspects: gets you hooked with a great concept and keeps you in with good controls, great art, SFX and music as well as wonderful humor all around. Felt like a good amount of challenge to it, as well as a nice game length. Great amount of polish to it as well, especially with things like the fast and smooth death transition. Very charming indeed!

Pretty cool to piece everything together and play around with the devices to figure out how everything works. Finding some items were a bit annoying and turned into a pixel-clicking hunt, which toes the line between frustrating and fun. Had a really cool atmosphere to it with the art and music, but I felt let down by the ending: I had so much dread building up and then pretty much nothing happened, which was a letdown. Nevertheless, it was an interesting journey.

It's an interesting concept, but it takes a while to get started up initially that kinda drags it down. Many of the levels I went through didn't really have any creative ways to get through them by avoiding combat or positioning enemies, and boiled down to cramped corridors where you were forced to just brawl, which was slow and painful due to every piece moving one-by-one. Upgrades might be a bit confusing as well and unnecessary since it makes me feel like the puzzles could be 'cheated' with stats. Eventually it did pick up and I will go back and see if I can finish it out.

Very cute! Ended up turning into a very interesting puzzler/metroidvania type game as I figured out the multiple uses for the costumes. I haven't made it through to the end, but nevertheless, its a fun little romp to find out where everything is hidden.

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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