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FutureCopLGF

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Shows some potential to be a nice beat-em-up, but at the moment it is very rough and needs a lot more work. Just doesn't feel that satisfying due to the dull, lifeless and disconnected feedback for hits, spongy brainless enemies that don't vary in any significant way to spice things up, a lackluster player moveset which devolves the gameplay into just spamming one button and never being sure what finisher you're going to get which makes it hard to plan, and questionable strategy as enemies keep hitting me despite me laying into them. There's also a lot of weird bugs, like how it shrouds a pit in darkness so you can't see it until its too late. Best of luck!

speed8327 responds:

ദ്ദി ༎ຶ‿༎ຶ )(੭ ˊ^ˋ)੭ ♡ Thanks for the honest feedback. Yah I agree, there are still room for improvements. Some of the issues are already fixed in v0.7. Hope to make a full game 1 day out of it.

Hah, this is quite the charming little game! The premise and dialogue were very amusing, the game looks and feels great which leaves a solid first impression, and I loved all of the little interactables that you could look into for extra flavor, like the sink that keeps track of your washes and all the other bookshelves and doors and what-have-you. Always really love a world that has a lot to examine beyond the core elements needed for story progression: feels like it enriches the whole experience, makes you feel immersed!

Unfortunately, in its current state it is quite lacking in content as the story ends almost as soon as it started. Certainly got potential though, so I look forward to the eventual full release! Still not sure what it is exactly going to be: if it remains just an adventure where you talk to people and interact with objects, that's fine, but I wonder: maybe it'll have some puzzles or combat or dialogue choices?

Certainly a bit of a technical marvel with the way you got the psuedo-3D to play out (though it is a bit goofy looking), and the gameplay is a decent arcade experience with a nice sense of tension and good escalation from a lot of interesting enemies showing up one-by-one such as the Mario Boo-esque ghost that tries to sneak up when your back is turned and the camouflaged tree monsters. It's a bit bland, but not too shabby!

Unfortunately, as much as I tried to treat the unwieldly controls as part of the challenge and master them, like how some people say Resident Evil works best with fixed camera and tank controls despite being a bit awkward, I just couldn't get past it and would feel really frustrated when I get killed due to not being able to rotate that extra few degrees because I'm on the edge of the screen! I'm guessing there is no way to force a cursor lock in Flash like you can in other engines like Unity? I appreciate the creativity in trying to find a solution through the use of the deadlock bottom bar in a sort of Apollo 13 way, if you get the reference, but it's just not good enough, haha.

Pretty neat little game! Impressive in terms of graphics and also the assortment of fancy wands that you have to play with. It doesn't quite have enough meat on its bones to make me stick with it for long (more interesting escalations as the score gets higher would be neat) but I still had a good time with it. Nice work!

RunicPixels responds:

Thank you!!~!

Wow, this was a pretty cool game! Absolutely love the intro in how it lets you subvert the premise, and the sense of escalation and momentum that the game has by use of excellent musical cues, evolving enemy types, challenging level layouts and so on feels fantastic and you just can't tear yourself away once you start playing! The slow-mo effect when you munch someone is just so satisfying. The movement controls are pretty tricky to master and it can be a bit annoying bumping into walls and such, but you just gotta love that heroic monster!

I will admit, though, that I rage quit once I got to the shield enemies! I think they are a good escalation in terms of enemy design, but man, something about bumping off of them just really gets under my skin. Once I cool off, though, I'm coming back to eat them: just you wait! Wish I had a continue option so I could get right back, but I don't mind getting a bit of practice in by going through it again.

EDIT: Hah, I did it! Munched those shield guys once I figured out the tech and munched that final boss down: what a great short and sweet adventure this was!

DavidMarchand responds:

That was a wild ride of a comment! Thank you so much for the thought and time you put into it. I apologize in the name of shielded law enforcers everywhere.

Cute little game, but the audio mechanics didn't seem to work for me? When I called out to the dogs, it didn't feel like the sound was coming from any sort of direction, instead always seeming to be coming from a neutral center. Because of this, the only way I could find the dogs was from volume alone, which while good enough to get me through the game, it felt less satisfying and a bit awkward, particularly because the volume remained practically the same level until you were right on top of the dog. Perhaps I just have bad headphones? Anyway, it's a decent idea, albeit rough in its execution and would've loved to see it expanded upon a bit more (like maybe it gets harder, with other competing animal cries drowning out the sound or something)!

Hmm, not much to say about this one! It's a decent endless Bust-a-Move-style arcade game with a slightly interesting combo mechanic that makes it where you need to weigh your shots so as to balance keeping your ball count high and destroying blocks close to the bottom. Not bad, but not really that great or memorable as it's quite dry, bland and can get tedious since the gameplay doesn't seem to evolve significantly as it goes. It's ok for a small bit of fun, but then you move on!

Hate to say it, but this is pretty damn rough. It's got some stuff going for it, like the intro cinematic was neat and the boss fight showed some potential with a decent attack pattern, but the game barely felt functional as it was constantly ignoring my inputs and bullets were glitching out for no reason. Game was also incredibly dry due to a lack of any sort of impact or special effects, and it was over in no time flat! It was made under a deadline and it's probably your first game so I don't wanna be too harsh, but I feel like it's important to be honest: looking forward to seeing future games from you at least!

Hey, this was a really nice little job sim game with a neat creative twist! I may not know why serving ice cream to people based off of their sins is a thing, but I found it very fun to figure it all out and draw the heck of out some glyphs! Loved how it slowly escalated the challenge of the game: first you're guided through it, next you are given hints, and then you're let off the leash and have to do everything yourself. Overall had a good time and would love if there were some sort of endless mode where it keeps generating new puzzles and you see how many you can serve in a time limit or what-have-you.

I did have a few nitpicks with the game:

*The most obvious issue is the glyph detection: most of the time it worked alright but I had some real constant issues with the pride symbol, as well as a few clashes here and there with wrath/envy. Luckily the game allows you to reverse a scoop, but still, definitely a bit annoying.

*The logic could get a bit twisted here and there where I would feel like there were a couple different ways to interpret the sins and I wasn't sure what to go with: sometimes I'd go with what I think the game wants only to get it wrong. At the very least, I'd like it if it would tell us what we should've done when we get an error so I could learn.

*Not the worst thing, but I got a bit annoyed at how much I needed to wait around during animations, like how you can't start drawing the next glyph until the scoop generation has been fully played out, and how you can't fast-forward text.

Hey, this is a pretty neat game! I wouldn't think this was a game jam game as it feels incredibly and professionally crafted in almost all aspects: the game is very intuitive to grasp, the combat has a lot of strategic depth that evolves over the course of the game, the story is very humorous, and above all else I absolutely love the juicy and stylish presentation this game has, especially when it comes to music, which was very memorable and immaculately timed to the various story beats.

I will admit, though, that it does have a few problems. For example, while the game isn't that long, it would be nice to have a save/load system so you can continue and not be forced to play it all in one sitting.

But we can forgo the nitpicks and talk about the biggest one being balancing. In my experience, the game seems incredibly duke-centric, as in a win revolves too strongly around the card that becomes more powerful when cards are destroyed. In my first playthrough, I ended up getting 3 duke cards early on and steamrolled every single battle with ease. In my second playthrough, I was struggling and down to a single flagbearer and I would've lost the final battle if I didn't have the good luck to get a duke right before it, which ensured victory. Now of course this is probably just because it's a game jam game and you didn't have time to playtest it and work out every use case, but still, I wanted to mention it as it does undermine the more interesting strategic elements to the game.

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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