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FutureCopLGF

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A fun, quirky little story! You'll probably get some complaints about the art style, but I like it; it's vintage Newgrounds. UI was presented in a nice way with good polish, and I like that the game goes above and beyond with some animated cutscenes. Lotta polish with transitions, music cues, and so on. Humor was on-point as well, though it does feel like there were some inside jokes I didn't know about, haha.

But aww, I'm bummed out at the ending! I almost feel like I forgot something and got put into the bad ending.

Afferz responds:

Haha nah, that's the only ending... Glad you enjoyed it, thanks for the review!

Pretty cool! I think it has a nice little gimmick as well as a slick, minimalist presentation. Would like to see more in this in future; maybe some sort of level structure, or a more exciting progression as the score gets higher and higher, like new enemies, your core getting larger, pitching shifting your score higher, etc (I'll admit that I didn't get too high so maybe there is?)

JorisRollfox responds:

There isn't, but there will be. Thanks for the suggestions.

I dig it! (hyuk hyuk) All-around solid mechanics, UI, graphics, gameplay loop, etc. Felt like it had a good sense of progression, both in terms of gameplay loop and how it teaches the user mechanics. Also felt like it wasn't just an idler; had some fun and active ways to play and optimize further with user input. Only feedback complaint I had was maybe it show how damaged a patch of dirt you're digging at is (like how minecraft blocks get cracked progressively), but that's a small thing against everything else working well.

Oh, and 247590!

Not too shabby; fun to get my bubb on once again! All in all it was a decent romp: only things I would address would be 1) change the tile set from floor to floor, maybe as simple as changing the color to make it feel like progress, 2) tweak the hitboxes so that they are a bit smaller, was having some collisions that felt like they shouldn't have hit and 3) add respawn invincibility or something to prevent insta-respawn death in some rooms (or ensure all enemies move in the same pattern when a room is reset to avoid them crashing into you instantly).

A little tough to comprehend at first, but in the end it felt like a short and sweet strategy challenge! Felt like it had a lot of polish in how the UI and graphics were put together with smooth transitions and eases, among other things. Also thought the interesting choices you can make before battle were neat and gave it a lot more heart than usual games, where all you can do is place units. It can be difficult to balance things like this; tutorialize it too much and people feel babied, let them run free and people are lost and frustrated. I think it was balanced right on the middle, since I could win after a few attempts, especially considering that I've never played a strategy game with mechanics like this. Would be nice to maybe see more scenarios with this engine; get a whole story and set of campaigns going!

Rarykos responds:

Thank you very much for this detailed review!
I've been struggling to present this the right way for a long while but it's still got problems.
Glad you enjoyed it, I'm working on a full version since many people wanted it so that's a relief!

Well-put together platformer! Was surprised at the amount of polish and nice little touches the game has, and I'm excited to see more. Only problems I had were that I felt like the jumping mechanics were a little bit awkward in how upward momentum is instantly zeroed when you let go of the jump button, the game could stand to tutorialize some of the mechanics like walljumping which I totally forgot existed (you can do this by making the level have a safe spot where you need to traverse it in a certain way, like by walljumping), and the boss was a bit of a difficulty jump (though I love the difficulty of it personally haha)

Really trippy and wacky game with a great concept built around it. Had a lot of fun wrestling the controls to slash aliens all over the planet. It's got a great presentation all-around which really shows the confidence in the design. Would love to see more like this, and could be polished a little further to really make it awesome (like more feedback on slashes, for example)

Fishlicka responds:

Thank you very much!

I agree, I could add in some particles or better audio. A swoosh sound maybe. I had to adjust the knockback down because it wasn't fun chasing down the monsters that you sent flying.

Really fun puzzler with some surprising challenges to it! Some of that is due to the crazy difficulty spike in the last few levels, but still, I rose above it in the end, haha. Solid all-around with good intuitive design.

The initial tutorial was a bit confusing as it went by so fast. I was really lost, especially since I was unable to do the tutorial again! Once I did get into the game and figure it out, however, I had a lot of fun! Could use a little work on the onboarding process, as said before, could use some more juice (like make the word completions pop more and the transitions smoother), and make it more prevalent what column you have selected (yellow isn't bright enough, easy to lose track of current column when it gets fast).

HealliesGames responds:

A pop animation could be interesting! Even a custom column colour.
Actually I'm experimenting with other projects, but I'm going to update this.
Thanks for your feedback, FuturecopLGF!

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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