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Surprisingly addicting and smooth! It's a complex game and it took me a bit to get used to the controls and everything, but gosh, once you do I just had so much fun with this! It's just so fun to swoosh around the planet and crash into enemies by jumping into them (I didn't realize at first that you could just jump into them, I thought I needed to Mario jump on top of them, maybe change instruction wording to say 'crash into them' instead so its obvious?) while managing your resources: makes for a frantic fun time! It's not without it's problems: I didn't like how there were 4 different forms of currency to keep track of: the game is way too busy and there's no way to actually plant for certain flowers, so in the end I'd just mash buttons in menu to see if I could buy something. Feel like it might be more intuitive if there was just one currency, being flowers in general. Anyway, this is a really fantastically unique concept with some crazy gameplay that really sticked the landing for me!

Elastiskalinjen responds:

Thank you for such a review and I use that feedback when I create more games!

Bit weird to figure out the mechanics to this game at the start, but once I did, I actually had a blast combo-kicking enemies into the sky and then flying around (good work at having those tutorial holograms around inside the levels, felt like they explained it better than the tutorial practice room)! Certainly a very unique and interesting concept for both combat and traversal, and very fun to style around with! Once I got used to it, it felt pretty cool to race through levels, keeping the momentum up while looking damn cool, though I still did suffer some issues. Despite feeling like I got the hang of it, there were still times where I though I was going to hover after a combo but it didn't happen (or there were times where I hovered but I didn't want to, and I ended up getting hit because it kept me hovering). Also, I hated the first boss: I kept trying to lure him into the volcano but it felt like it was just up to randomness on whether the boss would lunge at me when the volcano was actually erupting. Please, please change it so that the volcano is just constantly erupting there, haha! The second boss was so much better in how you would control it directly by kicking up the spike ball to it!

HealliesGames responds:

I was contemplating about that.
When I tried to speedrun the game, the first boss seemed the major obstacle due the randomness of alignment.

Updated it, thank you.

I was really worried about this one: I have a big time grudge with chess and I thought that maybe I'd find the concept of a chess puzzler too annoying to go through. Surprisingly, I actually felt like this might've been one of your more engaging concepts yet! So many interesting puzzle designs, level after level! I do have some minor complaints though: for a mouse-controlled game, I would much prefer if interactable elements, such as the UI buttons and the chess pieces would animate when you hover over them to show they are interactable, y'know, grow or wiggle or highlight and such. Without that, it's a bit confusing to figure out how the game works initially. Anyway, I had a lot of fun with this one: nothing beat going through level after level just to hear that satisfying *snap* when you knock the enemy piece away!

Rob1221 responds:

There is a highlight effect for the buttons, but I have that disabled on mobile by checking for touch support. I guess you're using a touch-supported PC then?

Decent game, but a bit awkward to get used to! At its core, it's very nice: going through levels, punching the crap out of enemies, jumping over obstacles, and fighting interesting bosses. I did have a lot of fun with this, but there was a lot of confusion. For example, I found it really confusing that the knife/axe/torch weapons were used by punching, instead of having their own dedicated button, and that you need to select the fist in order not to waste ammo. As good as the punch animation looked, it was a bit annoying to get used to the fact that the punch doesn't come out instantly, as the delay meant I found up taking a lot of unnecessary damage. Level geometry was really awkward at times as well, and the fact that you can't even punch the first boss was a real let-down (luckily you can punch the second boss, that was a lot better)! Anyway, all of these complaints are nothing compared to my final complaint: you didn't give the player a manly victory pose when he beats a boss! C'mon man, rip that shirt off, you already had the sprite in the intro cutscene! But in all seriousness, it's a decent game, albeit a little clunky in my impression.

Harlemblack responds:

Thank you for the thorough review. I keep it simple to include only three action buttons. On the odd levels, it is not a boss actually, more like an avoidance challenge. Haha yea good idea about the victory pose. For the next project, I guess. Cheers!

Challenging, but fun! A bit of a mixed bag for me though. On one hand, I really liked the frantic gameplay and the design of the bosses, especially with how they had multiple phases that they transition through as you damage them, all with some very interesting mechanics! Definitely had a lot of fun making my way through. On the other hand, it did feel like the bosses were a bit overly frustrating and not completely perfect in their design. I did beat it, so it is winnable, but something in the back of my head just felt like I got lucky. I dunno, it's like the bosses did have logic to them, but some of the boss patterns like the cat bouncing around with the orbs just felt like you could get stuck with no way out and forced to take damage. It's like, even with the first boss, once he starts his last frenzy phase it just seems impossible to avoid taking damage from how wild he gets, even when I try to perfectly jump and dodge over him, he's just too volatile. Basically, it felt less like I actually won and more like I shot them faster than they could kill me, if that makes sense, which doesn't work as well for me. Perhaps I'm being unfair and it is totally possible to beat the bosses without getting hit at all (or maybe that's just not intended from you), but...well, the game is fun enough that maybe I'll go back in and play more to see if it's possible, haha! Oh yeah, could also be nice to have a button to freeze movement or freeze aiming like the contra games do.

Chdonga responds:

Thanks for the review!

Hmm, an interesting application, but I found it to be a bit overly clunky and glitchy, unfortunately. It did have some cool moments: for example, I really like how the app handled the panel of the character stepping on the lips, where instead of showing the entire panel, it shows it in two separate moments, one being the character lording over, and the second being the lips trampled underfoot. Very cool, and I'd love it if there were lots more instances like that. However, for a lot of other panels, it just didn't work: it'd separate them into two moments but it would just cut-off text or pictures 50-50 and make it difficult to read or parse. Furthermore, don't know why the controls were split between mouse and keyboard instead of just using one: I kept expecting to flip to the next page by pressing the right arrow key, but instead I need to switch to the mouse just to click a button. If you're going to involve the mouse, I'd love if it I could use it for other elements, like clicking on certain panels, or maybe zooming in with the scroll-wheels on certain parts so I could read and examine at my own pace. Flipping a page didn't look as elegant as it could've been either: the animation plays, but the page doesn't actually skip until way later, and it still plays the animation even if you go back a page on the very first page which shouldn't be possible. Checkpointing for panels was weird as well: if I go back a page, I expect to hit right and have me start at the beginning, but it still treats it as if I'm at the last panel, despite me wanting to go back (also, sometimes the app would just stop working with the arrow keys altogether and freeze). There are many other issues I could point out but I think you get the gist. Again, hearts in the right place and it's a neat attempt for an app, but at the moment it is lacking in usability in many ways.

Mabelma responds:

Thanks for your feedback. Greatly appreciated.

Decent text adventure! Pretty fun making my way around and figuring out what to do, and it was impressive the amount of commands that were recognized by the system as valid (for example, I had a good "cry" after spilling the pot on me). There were a lot of confusing elements to it, however. One, I don't feel like it did a good job setting up a plot or goal or anything like that: without that, once it came to the difficult puzzles, I didn't really have anything to push me forward through the difficulty to keep playing. Two, the interface is weird: why do you even display a keyboard if you can't even click on it with your mouse to interact with it? Clicking on any key just sends me to some sort of website. (EDIT: ok, you can click keys on a fresh start, but once you click on the typehelp, for some reason I can no longer click on anything anymore without it sending me to the site). Three, a lot of the logic felt really weird and, well, illogical to get used to (though I can understand if this was intentional, as a lot of adventures worked like this back in the day).

BoMToons responds:

Yeah, perhaps I relied too much on "mystery" as a plot driver, a good story might have added more motivation to stick with the more difficult puzzles (as you pointed out).

The "click a link and you can't click anything else" is a Ruffle bug that I've reported and hopefully they'll fix soon!

Thanks for playing and leaving a review!

Hyperactive is right for this game: once you get going and get used to how fast the game moves, it feels incredible! I loved both the battle sections and the platforming sections and how they seamlessly worked together: the feeling of flow and speed was incredible. Battles were awesome: I loved how chunky the hits felt and the great way enemies flew and bounced around, and I like the way you could just mash attacks and directions all over the place for great combos, but you can always instantly cancel with a dash to dodge an attack. Just has a great sense of freedom to it!

I do have a few critiques though (minor things, haha, overall it was great!) When wall-running, sometimes I would find myself hitting jump near the top of the wall, hoping it would jump me upwards onto the ledge to finish my run up it, but instead it always jumps me backwards away off the wall: it's ok, but it might be neat if you could influence how you wall jump with directional keys for better control and flow. Pressing a button to rapidly finish a line of dialogue would cause you to need to press two more times to go to the next line of dialogue, instead of just pressing once more. Freezing the camera for slow-mo after a dodge can be a neat effect, but it can end up confusing with me losing my character by running off-screen. Animations for some of the player attacks felt a bit slow with too many frames of blur: could stand for less blur frames or just reducing the amount of time between frames. There were some weird graphical glitches at times, like some weird screenshake and lines appearing at the top of the screen. Also in general, sometimes the game just felt a bit too loose and zippy for its own good and it made it tricky to control or tell where hitboxes were and such, but I think I got used to it.

All in all, looking forward to more from this!

CryoGX responds:

Really appreciate the feedback, and thanks for playing! I'll be taking these things into account. Judging from some of these points, this may be due to some quirks with the porting itself, and I recommend trying the downloaded version (if possible!) to see if those issues persist, as the game's speed partially relies on its framerate.

Decent game! An interesting take on an old concept: it was fun to race to get pickups in time as you get faster and faster and get longer and longer! I think my only real gripe with the game, as superficial as it sounds, is with its presentation and polish, or rather the lack thereof. It feels like the game has a solid core to it, but doesn't have any pizazz or juice to make it exciting. I feel like it could really stand to have some more special effects not only to amp up certain elements but also help the player learn important mechanics. For example, you could make it so that when you get a potion, you don't just shrink instantly, but a piece of your tail sheds off or explodes or fades away: looks good and shows the player how potions work without even needing text instructions. You could make a cauldron spawn more exciting by announcing it with an explosion and then having a clock tick down sound so the player knows they should get to it quickly, where then you would reward the player with a cool slow-mo blur effect and power-up sound when they do collect it. Again, I know a lot of this might sound superficial, and graphics aren't everything, but I think this game could really benefit from some juice: watch 'Juice It or Lose It' for a more visual example of what I'm talking about! Nonetheless, I felt this game was pretty decent!

Aprime responds:

Thanks! I'll bear those in mind for a future game. Was just trying to keep this one simple given the pixelated graphics.

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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