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FutureCopLGF

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Not too shabby! It's certainly a little buggy and raw (it is a WIP), but I think it's got a good core as it is fun and cool to traverse the track; certainly a lot farther along than I would expect from a WIP compared to others. With a little more polish and juice, especially in the sound-effect department to help with feedback, I think you could make a really great racer here.

Really cool game with some interesting presentation and mechanics. The focus on movement over aiming, which was relegated to an automatic 'field-of-fire' was an interesting idea for a fast-paced game, but I feel like it went a bit too fast at times for the game to work properly. Really rode the line between challenge and frustration. The auto-aiming toggle was a bit unintuitive, but you get used to it eventually. It felt like dodging enemy fire, especially spread-shot enemies was just down to luck at times since there's not a good way to react to them. Confirming enemy kills was difficult and haphazard given the speed of gameplay not allowing enough time for feedback, especially considering they need multiple shots to down, not just one, and it's difficult to tell which and how many times you actually shoot them since it's automatic. Basically a really cool idea and slick presentation, but the design is fighting itself at times instead of synergizing, I think. Fast games are difficult to do though and I admire this attempt.

Also the black screens where you are unprompted were a bit confusing to get through at times.

Pretty bog-standard game that doesn't have much special elements to it, but the core is there and functional that you can build from with better hitboxes, feedback, and progression. Some polish and juice can make this thing shine.

Gotta lotta polish and heart in this fun, quirky little platformer packed with oddles of secrets and surprises! Graphics, sound, music, presentation and weirdness are top-notch. My only beef is with the purple bouncy pads: they are way too jank and glitchy to deal with compared to everything else.

I beat it on hard mode and I am now free from steve jonks

I want more from this! Had some really novel mechanics with the movement between the two transformations that I'd love to see go through even more challenges. Few complaints would be 1) the 'spike plants' don't really stand-out and you can end up forgetting they are deadly 2) the story was a bit confusing and not fleshed-out 3) and, of course, that it ends too soon when it was getting good, haha!

Cool little arcade game! Kinda standard, but I still had fun exploding tons of enemies/bosses and watching all of the effects go crazy. Only complaints I had were 1) bosses were really feast-or-famine; you either destroyed them completely with power-ups or you get annihilated without power-ups, 2) some mechanics aren't explained too great, like the healing squares and level progression, and 3) the noise/vibrations just get way too intense at times; consider applying vibrations to only special instances.

Quirky game that does a lot with a little! Fun little meta-narrative to experience and it felt like it really explored a lot of mechanics considering it was just moving a ball around. Really short and sweet; I enjoyed my time with it greatly.

Cool, slick presentation with interesting and intuitive mechanics to back it up! Lotta heart in this game and it shows in almost every single element. Having said that, for me, this game rides a dangerous line between satisfying challenge and total frustration. While I did beat it and enjoyed my time with it in the end, there was a lot of time spent where I felt more like I was wrestling the controls than wrestling with the actual in-game challenges. The mouse going off-screen or not functioning or not being in the spot where I wanted was a constant frustration: game could really stand to not have the targetting be based on a cursor position on the screen, but on a direction/angle from the player, if that makes sense. You definitely have a knack for these, however!

Edit: Was able to get my speedrun time down to 0:7:1.35

Edit Two: The new gamepad controls rock!!!11

Not bad, brings me back to the days of Blackthrone with its interesting presentation and story. Cool progression and a big mazelike exporation. It's just a bit too clunky for my tastes at the moment; movement/climbing is just awkward with a slippery and jittery feeling. AI is a bit weird and sometimes will find me or ignore me for seemingly random reasons. AI could also stand to move in set patrols instead of random movements since it can lead to un-sneakable situations. I think it has a lot of heart and some cool design elements however (scars as life system, taking out guards with traps, free exploration with multiple objectives, etc)

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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