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FutureCopLGF

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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.

Not too shabby! At the moment it feels like its missing a little something special to it, but it's solid enough. Feels a little haphazard and disjointed in terms of theme: we've got this story about death, but we're jumping around clinging to frog tongues and such. Platforming is cool in terms of obstacles and challenges, especially the wall jumps, but it also feels a bit too fast and sharp for me to comfortably and skillfully handle the characters in a good-feeling way. Looking forward to more!

piratechipgames responds:

Thanks for playing and providing valuable feedback! -Ibrahim

Really nice and difficult! Too difficult for me to beat at the moment, but we'll ignore that for now, haha. I enjoyed making my way through the puzzles and I thought they were put together in a good way to subtly introduce the mechanics bit-by-bit. I felt like some of them were a bit out-of-order in terms of difficulty, but maybe I was just missing something. Had a bunch of nice polish to the game altogether: it may be minimalist, but it had a good feel to it with the animations and transitions, among other things! I'll see if I can get to the end one of these days!

Pretty cool! I enjoyed my time with it, but I feel like it was difficult to grasp initially and could use some additional pep to keep the player interested. The art is great at the moment, but sound effects could definitely help in terms of making it more exciting and explosive (literally). Wave announcements and the jangle of money being added could help you feel like you're making progress bit-by-bit. The pathways for the attackers could have some wavey arrows to help players see how they are coming in. Some of the interface buttons are a bit confusing to understand at first: I ended up quitting the game when I was just trying to close the options menu, haha. Definitely a lot of potential here and would love to see an improved version.

RobotRage responds:

Thanks for checking it out! yeah the criticisms you mentioned are things i need to work on personally, GUI isn't exactly my strong suit.

Fantastic game! Great all-around in terms of art, music, sound and feel, compiled with the interesting premise and humorous delivery of the various mechanics. Got a ton of polish to it which I didn't expect, such as the idle animations, the way the sprite squishes and stretches, the shakiness, etc. The only issues I had were minor, in that the squashy-pillars can kill you just by touching them instead of being crushed by them. Loved navigating my way through this game with the limited controls!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

Joined on 11/21/06

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