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Very charming game! Loved the art and presentation, loved the way you crash down to Earth, and I especially liked the Katamari-esque discussions with God after each level where he either cheers you on or keeps telling you how you misinterpreted his will and blew it (like I did constantly haha). I think the game really shone when it came to determining how to interpret God's will, and it's for that reason that I felt like stuff getting in the way, like trees shooting projectiles at you and making you respawn, and how people could run off screen to escape, just got in the way. Loved the replayability that the game has with the different endings and way the world changes based on decisions: great job!

adriendittrick responds:

Thanks for the very nice and thoughtful review :)

I couldn't make it past day 10 and threw myself to the outside world in despair, haha. I had a good time with this, though! I'm not usually one for warehouse/block-pushing puzzlers: I usually just suffer through them to play the rest of the game, like Lufia 2. However, I feel like the concept/theme for this was wonderful and really sold the game by showing it in a fun and goofy light. Some of the mechanics were a little confusing at times, like how to watch TV you need to approach it from a bottom space away and go up to it, whereas if you come at it from the left and go up, you'll push it away without watching.

adriendittrick responds:

thanks for trying anyway :)
Yah the mechanics were mostly cobbled together in one day!

Cool introspective game! Even though a lot of people will probably call it edgy or navel-gazey or what-have-you, I think it's very accurate to the thoughts that I and plenty of others have been having during this period, and it was fun to go through it. It was ok for me, but I could see some people falling off potentially: perhaps get to the twist/hook faster by sprinkling in some clues or tidbits earlier. Could also maybe use a bit more polish in it, like giving the text box a border and maybe even sound effects when text is being written (unless you think that would detract from the sullen atmosphere of the game). Anyway, I had a good time and it was nice having this conversation.

Side note: I wouldn't even bother having the psuedo-pc-game in there: just a pic of the character playing and commenting on it would be more consistent and better since the game a bit too drab and boring and it takes away from the actual game, I think (whereas if the psuedo-pc-game was good, it would detract from the real story so it's a lose-lose).

GabeMalk responds:

Thank you a whole lot for your opinion, your criticism was really insightful! I'm now wondering about a few changes for the full release.
I'm glad you've enjoyed the conversation :)

Pretty cool game! I like the puzzles and how tricky and mind-bending they can get at times! That said, I do feel like there is a bit of a difficulty curve problem, with the first levels being easy and linear, then suddenly a really hard level, then easy and linear, then super hard. Maybe move around the levels a bit and add some more 'learning mechanics' levels. Also the movement can be a bit frustrating: feels like you're moving through water, or even tar, with how slow you go. Also it's a bummer that it didn't save my progress.

HartfordGames responds:

The slow movement is not intentional but a lot of players have reported this issue. Unfortunately the only workaround I have right now is to turn off the effects.

Thanks for the feedback.

Hmm, not much to this, at least from what I can tell. I'm worried that maybe I missed something: there was so little to do that I was expecting some sort of crazy twist once I caught a few fish, like it would transform into something else more exciting. Controls were confusing to learn as well: I was expecting to click in the water to cast my lure there, not click on myself and drag. Not sure if it's a multiplayer game? If so, maybe I missed the boat.

austineast responds:

it is indeed a multiplayer game! and yes, the most you are able to do is fish - a little sparse, but thats what i was able to accomplish during the game jam I made this for. regardless, thanks for playing, and i appreciate the feedback :D

Not a bad start. Has a decent core gameplay to it that just needs some polish on it. The controls could use some work: I can't find a keyboard button to switch weapons and they aren't explained anywhere except in the description (which should be used for saying what the game is about instead).

juanfilix responds:

Thank you so much for playing it! yup you are right and i m working in this so hard, in a couple of days new version will be release with bugs fixeds and more levels

Definitely very impressive from a presentation perspective: the transitions, animations, graphics, music are very professional and stylish with lots of nice little touches like tiny splashes when bullets hit the water. Feels like the actual gameplay is a little lacking, however: shooting feels weak and unsatisfying, the package delivery mechanic isn't explained nor enforced by visuals (I thought the energy portal was actually hurting me at first instead of taking my packages since I didn't see positive feedback) and the progression doesn't have much sense of momentum or purpose. Would love to see this fleshed out more as it feels like a very good start: just needs some meat on its bones!

filipp8 responds:

I added explosions and some other things like ingame hints.
I plan to add more content. Would you like to play it again?

It's a nice, fun, juicy game of punching the heck outta goons while dragging Mac around. Solid presentation all-around through good graphics, sound, and game feel. Neat take on an escort-type gameplay, which can notoriously be very frustrating to do. My initial introduction to the game was very frustrating due to the unintuitive controls, however. It feels like the button to pick up things should be the button to put things down, for example. Why can I drop Mac, but I can't drop a knife and have to throw it instead? Throwing seems way too slow and too much of a death trap (also I wish I could pickup and throw enemies, but that's fine without). It didn't make sense either that I couldn't punch, stab, or shot in every direction when enemies could: it made things more challenging, sure, but it was very odd seeing enemies be able to do it when you can't.

Prox276 responds:

Thanks for the constructive criticism!

This is a weird one for me. On one hand, once I got far enough to see the hook, it looks like the game gets really intriguing with its disturbing themes, visuals and sounds. But on the other hand, the game feels really confusing, frustrating and glitchy. It's difficult to tell whether the game is intentionally glitchy, or whether it's barely being held together to work in the first place with its unintuitive mechanics, weird AI, and so on. I'm worried that a lot of people might be turned off and frustrated, unable to experience the meat of the story. I really want to like it, but the world feels so strangely put-together and odd that I can't have full confidence in it.

adriendittrick responds:

thanks for the thoughtful review!

Cool game! Fun to learn how to move around. Sometimes it can be a bit jittery and janky to grow but it's all part of the fun. Wish there were more levels and mechanics, but it's a jam game and it doesn't have to overstay its welcome, and I liked how it had a story to it. I have no idea what happened at the ending: it was a bit confusing and abrupt. Also, I thought it was kinda funny that the creditssaid: Made for StuffedWombat when technically it's because I haven't clicked enough for it to say Made for Ludum Dare (maybe an intentional joke?)

StuffedWombat responds:

haha yeah the credit thing happened organically and i thought it was accurate and funny :P

the thing at the end is a super low budget bird ^^

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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