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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 ^^

Not bad! Was fun to pick up speed and dodge through the obstacles, and it felt like there was a good ramp-up of difficulty in introducing new enemy types and such. Game core is pretty good, so I think the next step to take it polish it up a bit, mostly in regards to the HUD: the cartoony graphics are ok, but get rid of things like the bland font/text, decimal numbers, and other oddities to make it feel more cool and stylish. I feel like the main menu should show both the records and the powerup info at the same time side-by-side: no reason to hide one behind a button hidden on the side. Also, there's a rumbling/bubbling/crackling sound playing constantly that kinda hurts my ears: consider changing that to something more muted, if you must have a ambient sound.

HeadbanGames responds:

Thank you, I'm glad you enjoyed it!
I started working on my next big game last month, and I'm still deep into it.
I'll probably stay dead on it for a couple more months.

I made this game as a fun little game-in-a-day project and ended up spending over a week on it :)
I do intend on doing periodically updates, with polishing, fixing reported issues and more features/obstacles and I wrote down your notes.
But I can't promise that will happen before July.

Really cool! Love the professional design in everything, especially in the really flashy and snazzy main menu, which is something a lot of devs wouldn't bother with, but I greatly appreciate the effort (though the checkboxes are a little confusing and not immediately apparently they are defaulting to checked). Gameplay was great and it felt so fun to keep getting new pieces and figuring out the best way to make your way around. I could see the intro being a bit confusing for people: I bet many people might default to hitting WASD and arrows and not seeing a reaction and thinking it's broken, but I see you made the handle glow to attract attention and I like the appeal of figuring out how the contraption works. I wish the screen wasn't so tiny for my old eyes: I understand it's part of the design, of course, because the real game is the bits around the screen, but I still wish it was possible to have a slighly bigger view. It's a bummer that the game doesn't save: I really wanted to come back and continue my last session! It's a good game though, so I don't mind starting over much.

Prox276 responds:

Thanks! I appreciate the feedback! I just fixed the saving bug. It's one of the things that work in the game engine, but not in the final build so I had to make some adjustments there. Kind of unfortunate that most people experienced the game without the saving feature I spend so much time on, but that shouldn't be that important. :)

Very cool concept and fun to play! Reminded me of games like Armored Core or Virtual On as you skate around blasting bosses with crazy bullet patterns. At the moment, while it does have a solid core, it did feel like it had some issues with difficulty. A lot of the bullet patterns felt like getting hit was just a foregone conclusion at times: too many bullets going way too fast with no real way to effectively react and dodge around them and no dash/roll mechanic to help. The only aim being auto-aim made it difficult to lead your target too, meaning it was inevitable for the ball to get away at times (though maybe this was intentional so it could get to each peg before you win). It also got a bit repetitive: by the time I got to hole 10, the environments kept getting way too walled-in and annoying to move around in, involving a lot of dead time where you're circling around huge walls looking for an entrance, waiting for the action. Still had a blast sinking holes-in-one!

adriendittrick responds:

Thanks for the thoughtful review!
I agree that this game might be repetitive. The only reason why I have 18 levels is because it's a golf game after all.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

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Joined on 11/21/06

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