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FutureCopLGF

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Crazy original game! Threw me for a loop initially since it throws a lot of mechanics at you, but once I came to terms with it, it was an awesome ride and I made it through to the end (though I dunno how the princess accepted my multi-eyed monstrosity; must be because I always made sure he had good teeth). Really impressive for a ludum dare game as it has an incredible amount of polish and inventiveness to it.

Pretty cool once it gets amped up in the later levels (past the first upgrade), but it is a bit long and boring to get their initially, potentially leading to dropping off. Mechanics can be a bit frustrating as well without being able to aim the gun at all and being forced to wait, though I understand that is the main conceit. Still, once it gets going it is has a nice, challenging feeling to it with a good level of polish and creativity in the level design.

Prox276 responds:

Thanks for the feedback! I completely agree with you, it does get boring around halfway into the game.

A great sequel to a great game! Once again, killing it with the interesting puzzles that really stretch the brain in creative ways, where what looks like a simple mechanic gets expanded upon greatly. Intuitive level design introduces the concepts well. And of course, I love the quirky, humorous design of the game and the various little cutscenes spread around. Only complaints I would say is that maybe some of the levels are out-of-order in terms of difficulty, and I did get stuck a bit because of it, but all in all, its solid and polished!

Pretty cool platformer, though a bit frustrating at times (though it is inspired by hard games, so you can take that as a compliment, haha)! Bit of a bummer that it didn't have any music within the levels: felt overbearingly quiet at times, and considering the SFX were so cool, I would've loved some music. I didn't really understand most of the mechanics: the cloning seemed to just be used as a stepping stone for jumps, but it also respawned you at them before respawing you at the start anyway? Could use an ammo counter for bones as well as candy score, and some forgiving jumping mechanics. Still, in the end, the game has a good variety of enemies, platform setups, tricks and traps that make it a fun challenge.

Newdam responds:

Maybe the music is not charging well because the game has 8bits music. I´ll check it. Thanks for your comments!

Short but sweet! Felt like this was very well designed in all aspects and was a pleasure to get through it. The level design was not only very creative, but very intuitive in teaching the mechanics of the game without the need for overt instructions, and the game had a lot of satisfying polish and punch to SFX/VFX like collecting the corn to make it a fun romp. My only complaint was that I wish I had more, but it is also nice to have a short game at times.

Fascinating usage of the retro Tiger Electronics design, scrolling background and voice! It was incredibly faithful to its roots, but almost too much at times since it got a little repetitive and confusing at times. Felt like the main screen was too cramped and ironically, the ideal way to play the game wasn't to look at the main screen, but at the radar in the top corner, which is a bummer since it means you don't get to see the cool graphics. Neat twist at the end that really amped it up; might want to make it easier to get there as it can be a little boring to get that far.

Pretty goofy and funny. Enjoyed the art and presentation, and thought the dialogue was well put-together with some nice moments where the dialogue is interrupted or paced to great effect. Would love to see if the combat could be improved to make it more unique or SCP-specific, as at the moment it is fairly default mash-attacky, albeit with some humorous replacements.

Meganaut123 responds:

Thank you! I'm glad you enjoyed the game! :D

Surprisingly impressive and deep! Was not expecting that level of mechanics from this simple one-button game, such as gravity switching, cannons, back-and-forth puzzles, but I thought it was a great implementation of it all, especially with the boss level. Only critical feedback I would have is to fix the readability of the HUD elements (bright colors on top of bright colors don't read well), add a little bounce to the animations for the character and enemies, and I feel like the hitbox for the characters, or perhaps the hurtbox for the spikes, are way too big and should be more lenient. Great and funny experience though!

JohannesGross responds:

Thank you very much for your feedback! Going to implement all of that in the next update.

Had a rough time with this one. I want to love it since I feel it has some interesting ideas and I just need to grasp the controls, same as I did with DED GUY and the other great platformers in the end. But this one is the hardest yet and I just can't get past it for now. It seems to have some jank to the physics/momentum conservation, as well as controls where I can't switch to diagonals when I go a certain way and so on that I can't find a way to wrestle past. I'll keep giving it a go and see if I have better luck grasping it: it's like you took the 'pat your head and rub your belly at the same time' and made it into a game, haha.

At first the game didn't load for me and I had an existential crisis on whether that was the game all along. Eventually on another visit it did load and the game was interesting and meta with the way it played around with the story. Cool experiences, both of them.

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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