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FutureCopLGF

2,227 Game Reviews

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I have no idea what this is, but I got the Hank ending and am happy because they are cool and I would be down to do anything with them, even if they did annoy me at first by giving me the lame Mad Catz controller. Looking forward to seeing more options and routes!

Surprisingly cool! I thought it was a little bland at first due to the slow start and not being my type of game, but I pushed on due to the great tutorial and ended up getting quite addicted to it once I grasped the premise! Might just need a little more pep and juice to the interface to make it more attractive and intuitive, as well as making it bigger to be able to read and parse the information, but it's solid.

Really cool concept and loved making my way through the levels in creative ways! Only complaints I had were slippery physics when near the edge of platforms, and that I wanted more interesting levels to keep playing through, haha. Basically, another all-around solid game in terms of art, sound and concept!

A surprisingly deep and cool puzzler! The ramp up in difficulty was unexpected, but enjoyable due to the intuitive tutorials. Also, it felt like it really cut to the chase and got the full draw of puzzles from the mechanics on show. All in all, felt really solid with all the core aspects: art, sound, presentation, game feel, etc. Well done!

Yetman responds:

Thanks a lot :D

A nice little rock-paper-scissors puzzler that has a good amount of scenarios in it! Would love to see this concept expanded upon as I think it really has some legs to it and could lead to some great combat. At the moment, the game is pretty decent, though a little bland due to lack of polish and little touches like feedback, but it is a jam game, so not too shabby.

PeterMX responds:

Thanks for the feedback!
Yeah, I need to work more on polish, a lot of people recommended that. I'm busy at the moment so hopefully later I'll make a better game.

Very nice and chill puzzler! Was really impressed by the variety of unique challenges on display here, and loved making my way through all of them.

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!

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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