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FutureCopLGF

2,340 Game Reviews

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Very powerful experience for me that sucked me in; art work was great and the dialogue and events, while I'm no psychology expert, seemed very relatable, realistic, and avoided cliches when dealing with this very important subject matter from what I've read and experienced on the subject. Thanks for this.

Interface is a little clunky at times (had multiple inputs/events overlapping each other).

Your best work yet; this really blew me away. Seriously, this is a better horror game than a lot of modern horror games out there. Loved the intensity of floating in zero-G around aliens while trying not to crack your helmet, shooting the gun with your limited ammo while balancing recoil (and sometimes using the recoil to propel yourself to victory). Really, really cool experience.

Only complaint I had was the RNG was a bit frustrating at times, leading to nigh unwinnable situations, and the confusing nature of picking up ammo and sometimes not even getting a gun (bug?). I had a great time in the end, however, so I'm not too hard on it.

Fun little puzzler! A little clunky with the platforming but altogether it was a good game to play through and solve. I did feel like the mechanics weren't as fully explored as some of the previous games: felt very simple with all of the puzzles involving slowing things down and nothing much else (was expecting some more surprises and twists).

Simple but cool; had fun working out the puzzles and felt it introduced the mechanics in a nice way.

I want mooooore! Very promising demo that was over too short. Had cute characters that I got attached to and some solid, if basic, platforming. Looking forward to more.

Theihe responds:

Yeah I just saw on twitter!

You're right about it being a demo, I don't know how we overlooked such a simple thing, I think it got lost when we were rewriting the text to hit the deadline, to say that we've been too busy to notice is a bit embarrassing haha! I've edited the description vuv

We sat down and watched the video together and had a blast!
Thank you for your kind words!

"And it's not blue... *chuckle*" was my favorite part ;)



Here's FuturecopLGF's video!
https://youtu.be/DqsrDdFR7kA?t=18056

Very well put-together; all-around solid game in all aspects. Showed a lot of polish and juice in animations/transitions/etc. Only had a few minor complaints about the long death animation, as well as the confusion over spike blocks. Well done.

I feel like it didn't use the premise of being a game to its fullest, but I do enjoy me some good edutainment and I did learn some stuff, so it served its purpose in a unique way that can inform more people.

Also, I didn't know Stephen Hawking was dead and I feel really dumb.

Really nice graphics and sound, as well as a great premise and gameplay that gets right to it. The cloud mechanic is a bit frustrating however; I understand the appeal of having one-button manage multiple mechanics but I found it very frustrating to get the cloud to work in your favor. I think the intention was very good though, and I could see it working if you take the time to get used to it (but it's a frustrating journey until then).

Interesting concept but I felt like it wasn't fleshed out enough; bit too bare-bones at this moment. Onboarding process was a bit confusing as well; wasn't sure what to actually do. Hopefully I didn't miss anything as I would like to see more.

Pretty fun to play; cool graphics and charming characters that make you want to get farther and farther. A bit frustrating though: the enemies don't act in ways you can react to a lot of the time, and the stamina system can screw you over when it really doesn't even need to be in the game (at least from my impression).

Amni3D responds:

The enemies come down to design oversights in my part.
I think the stamina comes down to tying too much to it. If you want to glide, you have to eat stamina to dash first. If you want to double jump, you have to eat stamina, even so. I don't think the idea is inherently bad here, but too bound to it. Like, could the game play better if double jump was independent of stamina? Or if dashing had a smaller up front cost? Or what if the gliding was completely independent of dashing even if they both use stamina? I feel the abilities should be rethought if I ever touch the idea again (which I do want to, eventually).

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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