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FutureCopLGF

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Huh, interesting little game you got here! Kinda like a fast-paced small-scale Metroid game where you get all the abilities at once and just blaze through to find all of the pots and hidden upgrades like the necklace and ring (but no dad's helmet, boo). Was a bit intimidated at first due to me thinking I'd get lost and backtrack loads on the map, and I was bummed out that there was no ranking at the end for time or collecting all the items, but all-in-all I had a good time making my way through this game: everything just seemed to flow and go fast and make a real smooth, short and sweet experience!

There were some slight annoyances like how the 'jump-through' tiles look exactly the same as non-jump-throughable tiles when you flash freeze them, leading to confusion on routes until everything melts and you can tell the difference once again. Also, in general, I felt like the main character moved almost annoyingly fast, and I didn't like how there was a constant ticking clock of my mana running out, intensified by the fact that using abilities makes it run out even faster which made me not want to use them which sucks because they are cool to use: just a subtle feeling of stress over my whole playthrough due to these factors, which was a bummer. Don't get me wrong, I like playing fast and furious, but I wanted to do it on my own terms, haha!

Oh, another weird thing is that I never learned how to do the ice lance, so my playthrough was actually a bit more stressful since there was never a way to permanently kill the enemies: I didn't mind it so much and think it could actually work better like that, but I suppose it added even more stress to mana usage since it required more use of it over and over.

Hey, not bad at all! For the most part, it's a well-done and solid puzzler with a cute presentation and theme. It's not necessarily gonna set the world on fire or anything, but it was paced well and addictive with the way it escalated the challenge and introduced new mechanics, and it just felt good to play due to the chill music and nice animations and subtle sound effects. I also appreciate the inclusion of a save/load system.

If I had any complaints, it'd be that the jump animation can be a bit wonky and that the lack of input buffering makes you have to stall your successive inputs until the animation is done to move multiple times instead of being able to queue 'em up, but it's all good: the real complaint is that I'd like even more levels and an cute ending to top it off!

Hah, quite a charming little game! Loved my time with this Papers Please style gameplay and am definitely going to go back and shoot for a 3 star and great endless mode score. All-around it felt very well-constructed, and I absolutely love some of the more interesting and subtle design choices like having a fancy menu where you bring a paper into the tray to designate a choice instead of just pressing a button, and how you need to investigate the file while the farmers gripe and grouse at you in an amusing way (Papers Please had it easy where most of the people you deal with stay silent, this is way more realistic!)

I'd say the only real downside to this is that I wish it was even longer with more story acts and more complexity to the forms, like maybe even rules that loop back to other rules with all sorts of double-checking and so on. I understand its a game jam game so it's impressive that all this was done in the time limit and I should be grateful, but still, I want more, so take it as a compliment that you made me hungry for more!

Huh, not a bad little adventure here!

Quite the fun concept and its no slouch when it comes to presentation with lots of charming graphics, a goofy story, and impressive attention to detail, like the gross sounds when you uproot something with your grappling hook, yuck!

It definitely is a bit janky with awkward platforming collisions and physics, frustrating due to the busy work of being forced to make multiple trips, and it was a bit disappointing that I couldn't use the hook for fun movement and there was no scoring system as well, but I felt like the game kept me addicted all the way to the end with a good sense of progression by changing the layout and increasing the challenge, so well done on this short and sweet adventure!

Wow, was quite impressed at this game! Definitely gives a solid first impression with its amazing title screen, and continues to amaze with its charming graphics, unique and interesting concept and just all-around solid craft to it. It's no slouch when it comes to the little things as well, such as having the tutorials no longer appear on repeat playthroughs, different patterns and abilities for each character, cool game over screen, and the satisfying sounds that play when picking crops: amazing that you were able to do all of this, let alone in a game jam time limit!

I did find the game deceptively difficult though, and in a rather frustrating way. There were just so many times that I got caught by the farmer in a way where I had absolutely no way to anticipate or avoid due to the incredibly limited view and lack of being able to cancel a pick and so on. I like a challenge, but it just felt unfair at times: would've loved if there was something like a good directional sound system in place where you could listen to the farmer's footsteps or something like that to help expand your view through audio.

As hard as it was though, I just have to keep playing due to how well-crafted and unique the game was, and I did eventually win (though sorry pepper guy, we'll see you when you get out!)

Not bad, but definitely in a rough draft state at the moment where it doesn't have a significant gameplay loop yet.

Flying around and collecting crops is pretty fun due to the nice classic Asteroids-esque physics, and there are some interesting subtle touches like how the crops grow up and even sway when you pass by them, as well as how you can get caught in a planets orbit if you stray too close, leading to a bit of risk if you just go full speed all the time which makes you think more about movement.

But at the end of the day, it just didn't feel like the game had much to it and gets repetitive and pointless rather quickly, as it is lacking any sort of goal, scoring system or time limit to give incentives to planning out a route efficiently or racking up combos with big hauls, lacking significant and varied opposition beyond the dumb chasers that can be easily avoided by always gunning the engine, and lacking any cool risk/reward mechanics to spice things up (like maybe hauling a lot of crops weighs you down, but gets you a better cash-out if you take the risk to do so).

It also didn't help that the game was very lackluster on the graphics and audio front, so there's no juice or satisfying punch to the game yet either.

Certainly could be good if it had some more work done to it, and I do understand how tough it is to make a game in those incredibly short game jam time limits, but I gotta grade it for what it is currently, which is unfinished, I feel.

Cute and fun little game! The presentation is overall very charming and the chaotic nature of juggling zombie killing with crop-growing was very amusing and creative. I liked the little extra strategy of saving enough blood to grow the bullet plants to get ammo for the shotgun in a pinch: would've loved to see more strategy elements like that pop-up as the game went on.

While it was nice, there were definitely some annoyances that got in the way of me enjoying the game. For one, getting used to aiming the water bucket and the auto-aiming system was very difficult at first, and in fact I still have some awkward interactions with it even now after practice. Two, I come from Harvest Moon sensibilities where sickle-ing your plants means destroying them, not harvesting them, so I was a bit confused at how to progress and why my character kept trying to auto-target the plants since I thought they were destroying them friendly-fire style at first. Finally, it was annoying how you could wastefully pick up more blood than you need to, and also pour more than needed as well.

All in all, I had a pretty good time with the game despite some minor gripes, though I'll admit it got monotonous rather quickly: with no major gameplay innovation to spice things up as the days went on, the story intermissions were not enough to keep my interest alone. Still, good while it lasted.

Wow, quite the interesting and fun puzzler! Despite being quite complex, I found the game very intuitive due to its clever use of symbols, tooltips, feedback, and so on and so forth, and it didn't take long for me to get quite addicted at growing some perfect crop arrangements to meet the ever-increasing demands! There were some rules that were a bit confusing for me to grasp at first, such as how the pig herbs need to be surrounded by 3 crops but I wasn't sure what counted (such as whether diagonals counted) and I was confused at the purpose of the footsies, but for the most part everything could be grasped with a little trial and error. Overall this felt well put-together and polished and I had a good little time with this!

Not too shabby of a concept and has some cool presentation to it, but ultimately the design felt a bit confused and frustrating to get used to.

The game makes a pretty good impression at first with its charming explosive title screen and funny graphics, and it goes on to have other nice touches like the way your character skeedaddles away to the next level while displaying the scorecard and playing a jaunty tune: always loved to see that. At the heart of it, the golf gameplay is pretty decent with a large variety of courses with all sorts of obstacles to contend with, and I really did want to enjoy my time with this (and did, at least somewhat).

But unfortunately, the game started to lose its luster quickly. First and foremost, the game never explained the controls at all so I had a real bad time figuring out how to clear out bushes and the like: would love a tutorial or the very least a how to screen for this in-game. Speaking of those weird controls: I appreciate the thought of trying to spice things up with whacking bushes/levers with your club and finding items and such, but it all felt rather pointless: just some annoying busywork to clear the course before you can actually play the game. The aiming was a very imprecise pain the butt as well: I know you eventually patched in a way to more precisely aim, but 1) I don't know why this wasn't the default and 2) it's still not explained in-game. Wrap this altogether with a complete lack of any sort of music and the game just became very boring to play.

I definitely think the game shows a lot of promise and ambition, but was just a bit clunky in its execution. If the core gameplay was just polished up a bit more and the more superfluous elements were redesigned, I think this could be great!

I've played a lot of wonky physics rage games in my time: Getting Over It, QWOP, Surgeon Simulator, Mr President, The Professional, and so on and so forth, so I'm no newbie to this type of stuff. I'd like to think that this game is perfectly fine and just takes some getting used to, but after trying my best I felt like I had to call bullshit on it.

I certainly gave it the ol' college try and tried to get used to the controls as much as I could: figuring out whatever scrap of tech I could muster. And indeed, I was able to do...whatever the hell I did well enough to get through a level or two. The sense of exploration and experimentation in this game was fun, in a sense, and the struggle was real.

But as said before, I think this crosses the line from being a well-designed rage game challenge to just straight up wonky jankiness that uses "rage game" as an excuse. A lot of those rage games always felt that they had a method to their madness, some intuitive design that, while difficult to grasp, could be uncovered and perfected. For example, I absolutely love the feel of the hammer in Getting Over It: the weighty way it moves and bends, the friction it creates when scraping different objects, it really becomes an extension of my being and movement becomes fluid. For this, I dunno, it just felt too flippy-floppy and ill-defined to get anything done with any sort of accuracy, and just felt incredibly frustrating. Even when I did find a workable method, it lacked satisfaction using said method. It was also lacking elements like cursor lock to keep me from clicking off-screen when making big movements.

At the end of the day, I will say that the victory of beating what few levels I could get through will live on in my memory. So while I have gripes with this, I think that's quite the accomplishment for both of us, haha.

Maybe I'll try again once I work up the patience: who knows, maybe I'll change my mind if I'm able to make it through more (but don't count on it).

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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