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FutureCopLGF

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Yowza, this is fantastic! Very charming presentation, great juicy effects, wonderfully varied array of challenging mechanics and levels...this was just very well-done in practically all aspects and delivered not only a great short and sweet puzzle-platformer adventure, but you spoil us with extra B-side content as well! Bravo!

The only complaint I could think of is that I didn't like how similar the symbols were for flies that return after one bounce and flies that return after all the others are cleared, but for the most part it didn't cause confusion, so it's just a very minor nitpick.

Neat music collab! I'm not familiar with the source material or anything like that, but the jukebox interface was clean, there were some cute easter eggs, the game provides credits with links to artists profiles, and I quite enjoyed some of the music! If I were to have any complaints, it'd be that it'd be nice to have a volume knob and to have links to artists directly adjacent to their songs instead of being stuffed in the credits, but these are very minor nitpicks. Cool stuff!

Wiserim responds:

The player was based on this panel: https://www.homestuck.com/story/830
Originally it was flash based interactive music player.
TBF the fact that it was replaced with static image was the main reason behind this collab.

Wow, quite the interesting game you got here!

I'll admit it's certainly in a bit of a rough state. The game doesn't have mouse-keyboard controls, the HUD and text are incredibly tiny and hard-to-read even on full-screen, there are no visible cooldown timers for your abilities like regen/overclock, and the biggest issue of all, combat just doesn't feel that satisfying with how dinky our little peashooter sounds and a general lack of clear, crisp feedback for actions.

However, looking past those issues, I found the game to be very promising as its core! I love a good boss rush and the boss design here was great with how it had a good variety of moves to contend with and clear telegraphs to make everything feel fair and challenging. I had loads of fun customizing the motherboard: assigning abilities to controls was very novel and I felt so clever figuring out stuff like how to equip two guns to the fire key. Also despite the game saying it had no tutorial and you should read the description, I actually found everything to be rather intuitive and figured it all out myself in-game! I'm very much looking forward to seeing how this develops!

Pretty cool game! It's like Hotline Miami but if it had stealth similar to something like MGSV with its 'reflex' system where you have a crucial moment between being seen and the alarm being sounded to take care of them. Bit of Splinter Cell thrown in there as well with the lights.

Anyway, for the most part I had a great time! The game had a good amount of juice which made actions very satisfying and smooth, it did a great job at introducing the mechanics intuitively, and it addictively evolved the challenge over time with lots of interesting arrangements! Loved the panic of trying to scramble and chain kills to keep the cascading alerts from getting me into trouble. If I were to have any complaints, it'd be that I think the camera is way too zoomed-out, and that I wanted even more levels because I was really getting addicted to this and then suddenly it was over!

And the font ain't that bad! It just needs distinctions between the letter A and R, because right now they look the same: can't tell whether the musician is named 'SPIRALFLIP' or 'SPIAALFLIP', haha!

Wow, this game was fantastic! I'm not typically one for these roguelike deckbuilders, but I got absolutely sucked into this and really enjoyed myself! The presentation and concept is very charming and cute, the tutorial and interface were very intuitive with great use of tooltips to figure out everything naturally, and I loved how the complexity and strategy of the game evolved over time with all sorts of new tokens and rules. I was worried at first that the game would feel too luck-based and screw me over, but I always felt like I could improvise my way out of any pitfalls as long as I played carefully with my moves and cards. All in all, it's a grand slam on all facets and was a great short and sweet adventure!

Can't think of much feedback besides a minor nitpick that confused me at the start, being how it animates the rounds resolving. I know now that the tokens it picks to contribute to the final count are arbitrary, because the scoring is purely population totals pitted against each other, but because it picks a token in a certain position, I thought that there was some sort of significant importance to which one was picked and thus perhaps I was missing a rule about positions. This was probably just because I brought in background knowledge, like the black and white reminded me of reversi so I thought similar rules would apply here.

Hmm, pretty neat game you've got here! I was a bit worried at first since I'm typically not a fan of these old-school Wolfenstein 3D-esque games, but the fast-paced and skillful killing frenzy you can get into this game was pretty cool and very akin to games like Anger Foot, Mullet Madjack or Hotline Miami! I really enjoyed all the various ways you could style on enemies: kicking doors into them, comboing abilities one-after-another by targetting colored enemies, parrying and dodging: it can get pretty deep and expressive!

As much as I enjoyed it though, it's certainly a bit rough in some aspects, and I'm not talking about the obvious stuff like how the death animations all reuse the same default thug sprite: that's probably because it's just a work-in-progress and those are placeholders. Moreso I mean something about the game was just off or inconsistent at times which led to confusion. Sometimes I couldn't tell whether I got hit or not, sometimes I couldn't tell what the significance of whatever sounds playing were, sometimes I would swear I picked up a power-up only to have nothing and therefore ruin my planned combo, and so on: just these awkward moments that didn't feel like they were necessarily my fault or anything.

If I were to nitpick something else, it's that I don't like the whole aspect of some enemies being immune to swords because they have this aura assigned to them: if you must have something like this, I'd prefer it be a new enemy type which carries a riot shield or whatever that consistently has this property instead. Oh, and I was disappointed that there is no foot animation that comes with kicking: c'mon, ain't you ever seen Duke Nukem's big boot? We need something like that in here!

Hope you continue to work on it because I think it's got some good potential!

FCPXAV responds:

Thanks! Hotline Miami and Anger Foot definitely played a part in establishing some of the pacing and game feel!

You're right and the game is still a work in progress, and I'm gonna be implementing a cleaner and more clear UI for some of the more confusing things like seeing how much health you have left, where you were hit from etc.

I'm working on some art for more animations like the kick and gonna expand on it so that you can kick enemies and objects in the environment as well, and hopefully add more enemy types if my budget allows for it!

It's simple but fun puzzle arcade madness! With so much bite-size content on offer that is progressively adding new innovative mechanics over time to keep things fresh, as well as some great juicy gamefeel and amusing touches like how the character vibrates angrily to reset the level, I couldn't help but get addicted to going for the gold! It's not exactly blowing my mind or anything with something I haven't seen before, but it's just all-around a very solidly constructed and executed game!

If I were to have any feedback, it'd just be for minor stuff, like how it'd be nice if there was a ticking timer during gameplay and a preview of what award you're currently on track to get: in this way, if you see the gold switch over to silver, you could tell whether you've already failed at acquiring the gold and restart immediately without having to go through the entire level to check.

platformalist responds:

Thanks for playing, FutureCopLGF! Glad you enjoyed the little touches.

If you pause the game with Enter and select Show/Hide Timer, you can toggle on a timer! Based on your feedback, I added two little colored lines on the existing timer that change color based on what trophy you're currently able to get. Hopefully this is helpful for you! Thanks again for playing and for the detailed feedback. :)

Hah, quite the amusing game! Certainly has a lot of charm to its presentation and flavor text, and the rhythm gameplay ain't half-bad as it felt pretty intuitive and properly timed. While I would've liked for the songs to have a bit more variety in terms of mechanics, such as hold notes or more doubles, the game had plenty of fun songs to try and get high scores in. Solid stuff!

Perhaps I'm holding it up to unreasonable expectations, but while I did have a good time, I couldn't help but feel a bit disappointed with the core gameplay, mainly with how it feels so disconnected and not integrated with the politics-based humor. While you've got all these funny jokes in the menus and text and all that, all the actual gameplay has is just farts. I would've loved this game so much more if the levels were more like something you'd see in Rhythm Heaven, Parappa, or Elite Beat Agents, where every level has a themed story animation or music video where your performance affects how well it goes. That would allow for so much more pointed political humor! But as it is now, every single level just feels the same and is so drab without any sort of reactivity. Again, I know I'm asking for a lot here, but the game's professional style just gets my hopes up!

Hmm, not quite sure how to feel about this one! I suppose it's shaping up to be a platformer and it does have a decent foundation in that regard, but I'm just not sure what it's core appeal or hook is and it is rather unfocused, glitchy and bare-bones at the moment, being an early alpha.

I do have some decent fun jumping up the vine and dodging through enemies and all that jazz, so again, that's looking alright. But all of the other elements like shops and so on just seem to superfluous, though perhaps that's just a consequence of the game currently being so short that they don't have time to generate value and strategy around them that you see in other games like Downwell. I suppose the vine growing and generating platforms is kind of neat, but in a way, it really is just fancy set-dressing and doesn't look to be some sort of innovative or fun core element to the traversal.

There are a lot of confusing aspects to the game. Enemies are inconsistent in how or if you can even damage them, lots of interactions like with shops are unclear on how to proceed, why you need to time a double-jump on an enemy instead of just landing on them, bosses either seem impossible to hurt or way too spongy, and so on. There are also some minor bugs like still being able to jump/dash after dying or completing a level, as well as just awkward hitboxes, getting hurt while spawning into a new zone, and strange physics that made me bounce off of stuff or just wonk out. But worst of all was the tutorial which gave a terrible first impression due to a jump that's impossible to clear without dashing, but dashing is only taught after you clear that jump!

Hopefully the game shapes up into something cool: trying to help as much as I can but I'm a bit lost since it is so early in development that I don't know what to say or focus on yet.

Wow, pretty cool old-school shooter you got here! Really takes me back to playing Wolfenstein 3D or other FPS before mouses (mice?) were commonplace. I worry that the control scheme might be a bit outdated and awkward for most, but I enjoyed the challenge and nostalgia of re-adapting to it, and I think the combat and challenges are built around its limitations. Furthermore, I liked some of the unique abilities you introduced like the dashes and slow-mo dives to help add some more depth to what could've been an overly-simplistic game, even if I do unintentionally trigger them by strafe-dancing sometimes.

If I were to have any complaints, it would be that I feel charging should have more feedback to let you know you're doing it, like having your arrows glow or your crossbow start to vibrate, as without that feedback it can be unclear whether you're doing it right. Also it can be a rather simplistic game at times in terms of weapon/enemy variety and world design so is prone to losing a players attention, albeit I found it still fun overall.

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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