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FutureCopLGF

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Pretty simple and short. I did have a problem with it kinda being a pixel hunt at times since a lot of the interactables don't pop, but I suppose some people do like that part of the search, so I can't complain too much. Puzzles were alright and did make me feel a little clever for getting them.

Fun little trivia game! I got more right than I thought I would; guess college wasn't so bad after all! But yeah, always nice to see another cool example of edutainment.

Not too shabby; I think it's a good engine that you've put together and I'd like to see more from it. As it is right now, it's a little too bare to stand as a game by itself; needs more unique rooms, cool abilities and challenging enemies, among other things. Some things I do like are the little hover-over tooltips for your items and abilities; that type of element is usually ignored in these games for more fun things. Nice to see arrows embed in the environment as well; a nice little touch.

paulfromsmite responds:

Thanks I 100% agree, and I'm working on adding that stuff.
Thanks for the reply!

Always glad to see another twin-stick shooter, especially when it's taking after something as action-packed as SMASH TV. This seems promising but does have some parts to it that could use some polishing as right now it's a little clunky in general.

The HUD and text elements can be a bit buggy and misplaced, and the colors work against itself and makes things less readable since it's all so bright. Some of the items are a bit confusing and there's no way to tell what you picked up (for example, why is a shotgun not a shotgun but just a burst powerup?) Death is way too fast both in dying and reviving, leading to confusion (especially considering the previous feedback about color, which makes you lose your character easily). Dodge roll seems to be only for positioning, when a lot of games it is used for invincible frames to go through an attack; for this, it might be something to consider implementing.

Looking forward to see more from this; with a big more polish, new enemies and such, it could really go places, I think.

saltandpixel responds:

Thanks for the feedback - other than the ammo counter, What are the other HUD elements that are misplaced or buggy? Are you talking about the text that appears over the orb and teleporter?

I had the dodge make you invincible, but I changed it. It makes escaping way too easy and almost feels like cheating; you can roll through a line of enemies - I'd rather have the player be considerate of their position in the arena. If the map was bigger and had more enemies it would feel better (like in Telsa vs Lovecraft), but this is all about claustrophobia.

A very nice challenge that builds up along with the jamming music! I love me a good grappling hook game. Difficulty curve felt just right: lots of times I was like "no way I can do that" but not enough to make me quit. Sometimes a little odd at points where my grapple wouldn't come out (maybe there's a cooldown?) and learning that I should just hold one direction instead of alternating when spinning around was a bit confusing. Basically, could maybe use a bit more polish, but it's a jam game so I'm lenient. Not sure how to fits the theme, but eh, I just care about fun, and this delivered.

Very charming and juicy; this game has a noble goal and I look forward to more from this. I think it's got a pretty solid core and just needs to polish some of the rough edges. For example, I feel like maybe you should shrink the collision boxes for the enemies a bit, as I kept running into them even when I was aware of it. The Oni felt a bit too fast on the attack as well. Would've loved to see some more fighting and platforming in different arenas, and maybe more freedom of movement (abilities to air slash in different directions, etc.)

I nearly left this game behind, but eventually you get some interesting stuff to do through battles and such. I feel like it needs to introduce those faster to get the player immersed in the action and give them motivation. Basically, I think the intro is a bit confusing and slow; if you can find a way to hurry it up, be more straight-forward and to get to the exciting bits faster, I think you're gold.

Cool jam game; feels very smooth and has a lot of nice touches, such as being able to deflect projectiles. Had fun fighting my way through the various bosses and challenges. Would love to see even more done with a game like this, as with a little more content and polish, and maybe not having to feel tied to the Ludum Dare 44 rules, I think it could really shine.

Solid game! Had fun playing it, especially once I got to the final boss! Also had good bits of clever design, such as teleporting players to a checkpoint if they fall into acid, instead of having them just bounce in the acid as so many other games do. Only issue I had with it is that it eventually started to drag a bit as it didn't freshen up the levels or introduce new enemies/mechanics for quite awhile. Once you get to the final boss, however, it's all worth it!

IceDrumGames responds:

Thank You. Yes, this is the main problem of the game.

I enjoy the lemmings-style puzzles! Game seems to have a lot of heart and clever design to it. I'm torn about the characters/lore, however. Part of me likes them for their quirky dialogue and helpful tutorials, but another part of me wants to make them shut up and let me play the game and figure it out myself since that's half the fun, haha!

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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