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FutureCopLGF

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Got some cool goofy style to it, but right now its a bit too janky for me to make progress. The clicking is way too demanding for my old bones unfortunately, and even when I go all super saiyan clicking, it doesn't look good to watch the stone jitter around: could stand to see some smooth movement. Death comes way too fast as well: would like to see the stone crash and burn a bit more before going to the death screen.

StonesOfAnarchy responds:

"Would like to see the stone crash and burn a bit moreĀ "
;(

Very cool game! Once you get upgraded and such, its a lot of fun blasting, dashing, slicing, and jumping your way through the dungeon! Feels good to chain together the different types of moves you can do. Learning how to do those moves at the start, however, can be difficult. I feel like the game has too many buttons at the moment, and could stand to condense them (for example, you could get rid of the interact key and instead use up/down as interact, which gels with the way the game uses arrows over interactable objects). The game also does not help with teaching you controls: press jump to jump doesn't tell me what key to press, haha! Sword also feels way too weak: I feel like the sword should have one more point of damage to be able to one hit basic enemies instead of two-hitting them, as it deserves that since its a much more riskier weapon than the staff to use since you gotta get so close. Really love this game: felt great finding all the secrets and loved the boss fights and everything about this was so awesome (its just that learning the controls is a pain at the start!)

EDIT: Made it all the way to the end! Last few levels were rough, but I liked the challenge! Final boss was a lot of fun; felt like the attacks it had were good to fight against, and they had some good touches, like how the fire pillar doesn't do damage immediately, which lets you time a last second dodge to look cool. All in all, a great experience!

IceDrumGames responds:

Thank's man! Glad you liked it. Just watched you twitch channel. I agree with you about all things you mentioned. Sword was pretty hard to balance but it's good in the fights against flying skeletons. I released the game with the button description in the tutorial. But than I added the custom controls because I was tired of different players with different control schemes. I had some programming problems with the description so there is "Jump" to jump tutorial. I agree that it is not good.
P.S. You finished in two rooms before the final boss :)
Thank you for your reviews!

Cool retro aesthetic to this game! I went in expecting something like first-person Defender or Captain Skyhawk, and instead I felt like AVGN trying to land the plane in Top Gun, haha. While it's very clever and impressive that you mapped the entire control scheme to just the mouse, it didn't translate to a fun time as it felt like I was battling my own controls rather than battling for a high score. As it is right now, I think this game could be fun if the intention was to make a fumblecore game like Surgeon Simulator where fumbling and learning the obtuse controls is the fun part. Anyway, once you get past the controls, I feel like the gameplay could use a bit more hype and direction to it: at the moment it feels like you just fly around aimlessly and nothing poses a threat until you run outta fuel. Some more music and sounds, more exciting enemies, a radar and more chatter and this could be something really cool as I think the graphics and explosions are already pretty neat and satisfying!

PatrickOReilly responds:

Thanks so much! That was just the review I needed, and I think I'm going for all those suggestions.

A bit dry, but neverthless has a unique and clever puzzle mechanic that I've never had the pleasure of dealing with before! Had fun going through it, though the level design did seem a bit slapdash and random at thimes, but did make for a fun amount of variation. Could definitely stand to have a lot more juice and pizazz to it, such as music, sound, special effects and such not only to make it more fun and inviting, but it could also be used to illustrate the mechanics better and guide the player.

kbvpneofit responds:

++++
thank

A rather interesting and unique golf prototype that is a bit too bare-bones at the moment, but could become something really fun! Controls are a confusing at the moment. I think games like this usually have clicks close to the character be low power, while clicks far away from the player be high power, but this game inverts it. This is a bit of fun to rework your brain to get used to it, but maybe the game could have some sort of instructional graphics to help the player understand this better. Also, its frustrating when the spot you want to place the bomb is off-screen. I wish the game would reward you based on how well you're shooting: at the moment, you get the same fireworks whether you got 1 under par or a hundred over par. It doesn't even give you a scorecard at the end to show you how you did with a medal or something. Basically, its a little bland at the moment and could use a lot of juice, but the concept is fresh and inventive and worthy of expansion!

rmkubik responds:

Thanks! I'm glad you think this prototype has some merits!

I'm hoping to get some time in the future to give the game more polish and structure.

Your comment on controls is interesting! I had it that way originally, but it's intended that the player is propelled away from the explosions triggered on click. However, you're right it's super unclear. I'd love to figure out a better way to show that in the future too.

Not bad! Game definitely oozes style throughout as it all looks very well put together with a professional design and graphics. Gameplay is no slouch as well, especially with the explosions which are very satisfying due to the particle and sound design. Only gripe I would have is that the game is a bit overly simple with no real challenge or sense of objective. While it is nice to shoot due to the satisfying explosions, it still takes a bit too long to get going and doesn't have a real drive to it. Still, it's that very same essence that actually makes it a bit chill and relaxing. I guess I'd just love to see this come back with more to it, like levels or a story, since it is so well put together!

Dezue responds:

Heyho, FuturecopLGF!
Thank you for playing! Glad you liked the game! :)
I agree with you on the simplicity on the game and am gathering ideas to expand on what's there, so expect more Piguin laser fun sometime in the future. Pew pew!
Stay funky,
Dez

Pretty cool game that I think has a lot of heart in it! I love the arcade aesthetic that reminds me of games like Burger Time and Pacman, especially the goofy cutscenes you get as a reward for every few levels. Feel like the graphics, music and design are top-notch, and I loved my time with the game once I grasped it and started setting up combos and such. Only problem is it took a long time for me to grasp the game, and I doubt a lot of people will have the patience for this: heck, I almost dropped it myself plenty of times! The first few levels are really hard where the enemies just home into you and destroy you: felt like the later levels were easier actually since the enemies had less relentless patterns. Munching can be frustrating at times: sometimes I'd be trying to do the final bite on a string only for the game to think I'm biting the pixel next to it, leading to death. The combo system is neat, but really unintuitive, explained oddly, difficult to reproduce because of the above munching placement issues, and introduced too late and then the game doesn't explain it further. This is one of those games that toes the line between being 'satisfying hardcode retro difficulty' and 'frustrating and unintuitive': I came out alright, but could definitely use some help to make it shine for everyone else like it deserves for all the work you put into it!

LeSam responds:

Hey there! Random comment after ten months but I just got around to fix (I think) this problem you had in your video :

> Munching can be frustrating at times: sometimes I'd be trying to do the final bite on a string only for the game to think I'm biting the pixel next to it, leading to death.

Previously what it did is that it destroyed according to the biggest segment around the bite. So if you were eating a string on a part that was on its last life, but you were also just a little above another one with full health, it first destroyed the one with full health. Now it should only do that if you're really on that full health segment (which should be a bit more intuitive, so hopefully less frustrating)

Just woke up this morning thinking about this and was like "Why did I never fix this?" :D Anyway, happy new year ;)

Not too shabby; it's a fun and goofy little prototype that I could see growing into something big! I actually felt like I liked the game better before I discovered that I had the ability to shoot. When you can shoot, you can just blast away through everything, but if you can't shoot, you have to dodge around the interesting bouncing enemies you've set up, which is a lot of fun and very challenging. Maybe make it so that the bike transforms into gun mode only at bosses, but for everything else, it's in speed mode where you just dodge through enemies. Obviously it could use some polish: animated sprites, smaller hitboxes, more special effects and such for pizazz, etc, etc, just don't lose those sound effects, haha!

BobbertOC responds:

Thanks for all the feedback! I think you're right about the shooting making it too easy, and I like your idea about the bike transforming at boss stages. If I pick this up again, this is definitely something I would consider adding. :)

I really want to like this game because it seems to ooze style with its cool art and aesthetic, and I love robots. It really makes me feel like I'm missing something, because at the moment it doesn't feel like you can do much in terms of combat. If you try to hit the enemies, they seem to hit back at you no matter how hard you try to hit before them. I try and outrange their swing with a backstep or whatever and they still hit me. Throwing your sword, while cool, just seems to lead to you getting dogpiled with no weapon. If you manage to survive and upgrade to a gun, then it's just a mindless slaughter as you gun them down without any challenge. If the combat system was reworked to have a bit more style and allow the player to control the situation more, maybe add some levels or something, this could be a robo Katana Zero in the making. I think this game has a lot of potential and I would love to see this worked on and come back in a more extended form!

MoeAnguish responds:

Thanks for your input! I'll keep this in mind if i work on this or any other platformer/fighter kinda game!

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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