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FutureCopLGF

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Pretty funny, but I'd like to see more jokes from all the possible responses you can do instead of just the last one about colors. It had a good idea with the trap questions like the one where you need to read the full agreement but it didn't run with it enough.

Cute little game; the art and aesthetics really elevate it. The actual platforming and throwing mechanics are a little clunky at times, but the puzzles were really solid and fun to solve.

OurLittleStudio responds:

Thank you!

Wow, that's a blast from the past right there. Little bit of a frustrating start due to it being very slow and confusing, but it seems like a decent enough management sim that harkens back to ye olde newgrounde dayes.

Yomuchan responds:

Thats what I was going for, thanks. It was a pretty learning experience.

Not bad; seems very catchy and easy to hop in and play. It's probably the best battle royale I've played, actually, in terms of it just being a nice party game and not a frustrating fps-fest.

Pretty cool and catchy, but ultimately pretty frustrating for me personally, especially when you can't see the next step and it screws you over. Had a good level of polish though, and seemed well put-together.

Pretty simple and short. I did have a problem with it kinda being a pixel hunt at times since a lot of the interactables don't pop, but I suppose some people do like that part of the search, so I can't complain too much. Puzzles were alright and did make me feel a little clever for getting them.

Fun little trivia game! I got more right than I thought I would; guess college wasn't so bad after all! But yeah, always nice to see another cool example of edutainment.

Not too shabby; I think it's a good engine that you've put together and I'd like to see more from it. As it is right now, it's a little too bare to stand as a game by itself; needs more unique rooms, cool abilities and challenging enemies, among other things. Some things I do like are the little hover-over tooltips for your items and abilities; that type of element is usually ignored in these games for more fun things. Nice to see arrows embed in the environment as well; a nice little touch.

paulfromsmite responds:

Thanks I 100% agree, and I'm working on adding that stuff.
Thanks for the reply!

Always glad to see another twin-stick shooter, especially when it's taking after something as action-packed as SMASH TV. This seems promising but does have some parts to it that could use some polishing as right now it's a little clunky in general.

The HUD and text elements can be a bit buggy and misplaced, and the colors work against itself and makes things less readable since it's all so bright. Some of the items are a bit confusing and there's no way to tell what you picked up (for example, why is a shotgun not a shotgun but just a burst powerup?) Death is way too fast both in dying and reviving, leading to confusion (especially considering the previous feedback about color, which makes you lose your character easily). Dodge roll seems to be only for positioning, when a lot of games it is used for invincible frames to go through an attack; for this, it might be something to consider implementing.

Looking forward to see more from this; with a big more polish, new enemies and such, it could really go places, I think.

saltandpixel responds:

Thanks for the feedback - other than the ammo counter, What are the other HUD elements that are misplaced or buggy? Are you talking about the text that appears over the orb and teleporter?

I had the dodge make you invincible, but I changed it. It makes escaping way too easy and almost feels like cheating; you can roll through a line of enemies - I'd rather have the player be considerate of their position in the arena. If the map was bigger and had more enemies it would feel better (like in Telsa vs Lovecraft), but this is all about claustrophobia.

A very nice challenge that builds up along with the jamming music! I love me a good grappling hook game. Difficulty curve felt just right: lots of times I was like "no way I can do that" but not enough to make me quit. Sometimes a little odd at points where my grapple wouldn't come out (maybe there's a cooldown?) and learning that I should just hold one direction instead of alternating when spinning around was a bit confusing. Basically, could maybe use a bit more polish, but it's a jam game so I'm lenient. Not sure how to fits the theme, but eh, I just care about fun, and this delivered.

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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