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FutureCopLGF

2,201 Game Reviews

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Very cool presentation and dedication to reproducing that genesis feel! Felt like you covered all the bases and have a good core engine here that you can work with. The only unfortunate thing for me is that, it might almost be too good of a Sonic clone in that it has all of the things that should probably be improved upon nowadays (slippery movement, camera/player positioned to not allow you to see obstacles in time, etc). If you agree, I'd love to see this improved upon and given its own unique voice!

Jekdersnek responds:

Hey, thanks for the feedback! I totally agree with you, I definitely wanna give the game more of its own image and hopefully remove a lot of the issues associated with Sonic games, if I ever get round to (re-)starting this project amongst all the stress with uni. :)

A little clunky for me at the moment, but it shows some good promise with an interesting premise that I bet would blossom given more time than a week. I couldn't really find my way through as, while the battles are very quirky, they do not seem to offer much interesting strategy or uniqueness to them. Moving around the world had me getting stuck to walls a lot as well. Would like to see more from this eventually!

maxrobert responds:

The controls in the overworld are clunky and I believe if we'd change the control function-ality it would certainly work better(move and slide (hint hint etc)). It is a proof of concept/small experience sort of game considering the game jam nature of it and all. You are on target in your evaluation. The items really saved the game and improved the strategy of it, thanks to programmer Alexander who was the big brains behind that feature(plus overall systems/shaders in general) as I was the 2d cell animator/implementer music composer/generalist programmer dude, so certainly the battle system and game overall could use some added features/work for sure. Thanks for playing!

Pretty cool game with a lot of heart to it! Loved the various art and animations in the game, and it was fun going through and battling against the impressive multi-phase boss. Would love to see more and thought this was a great improvement over some of the previous Tonight We Hunt games. Still feels like this game could use some extra time in the oven however: platforming was a little janky in terms of collision detection, and the movement/attacks felt very stiff. Some of the stiffness isn't necessarily bad, such as not being able to air attack, as it looks like the levels were built with that in mind, but it still felt odd to get used to the controls nonetheless. Would love to see more!

Very interesting puzzler! I almost felt like, for being a light-based puzzler, it focused a little too much on its standard platforming challenges instead of flashlight puzzles, and I'd love to see them expanded on, but I felt like you had really solid controls and game feel (the wall jumps felt great to control and it looked like coyote time was present for jumps) so I couldn't complain too much. Loved some of the levels, especially the ones were you needed to make some cool reactive moves with the light to save yourself.

What a weird, but enjoyable game! It's a little janky and odd in its premise, game feel and sound effects, but the interesting story, presentation, and deep variety of unique challenges and events in the game really surprised me and I had a blast getting to the end!

An all-around solid game! Pretty much covers all the bases: nice graphics, music, sound and game feel, with a good amount of variety to the levels. I sometimes felt like some of the challenges were ordered oddly, but it presented a good flow nonetheless.

Not too shabby! Enjoyable and creative gameplay that was pretty well-polished for a jam game with nice little touches to it like bullet magnetism, screenshake, and so on. However, it is a little repetitive in the end and could use a bit of variety to the levels or music to make you feel like you're making progress. Also, not sure how the dodge roll is supposed to work, as it did not seem to have any invincibility for it. I like the whole mechanic of picking up bullets and would love to see it explored more!

Really surprised me and had a lot of fun with this! While the game is rife with typos and awkward language, once you get past that, the game has some creative puzzles to get through in each room. I especially enjoyed the inventory system which allowed you to move around items, combine them, write down notes, and so on; felt so cool!

T-StudioGames responds:

Thank you

Very fun and decent challenge! Made it all the way, including the impossible levels. I felt like the game shouldn't even offer the whole 'non-coin' runs as they don't engage with the interesting mechanic you've made, and it's something fun to wrangle with. I suppose it's just a nice practice run to whet the appetite, but I'm worried it might give people an out when they should be forced into the rage, haha. It can be a bit annoying to get used to how the blood dots actually spawn; you get used to it as long as you just stay fast, but maybe if there was an easier way to tell with a visual indicator on your player or a bar or sound or whatever to tell when they drop.

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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