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FutureCopLGF

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Glad to see a continuation of the Scrap Arms series! Just like it, this game has excellent story presentation, with good hooks and wholesome dialogue. Nice to see the characters come back as well. Controls are a little confusing at times, such as the 'Z' prompt appearing despite using the WASD keys for movement (which would imply the 'J' prompt to popup), and the equip menu has you go through a lot of actions to move equipment around when it'd be nice to see both the inventory and each characters inventory on one screen and move items around seamlessly. A little button reference in the corner would be nice too so people can remember stuff like hitting Z to wait a turn, perhaps. This is a really cool series and I look forward to more and more!

EDIT: Made it through, beat the boss and watched the ending! The heartfelt epilogue and direct words from you were a salve on my bruised body after the beatdown I got from the boss, haha.

BigBossErndog responds:

Thanks! :D

Very nice prototype! We can always use more Smash TV likes and this has a nice solid core to it with satisfying combat and a decent amount of pizazz already in. I especially like how enemies flash when they are about to shoot, and how chopped enemies have their heads roll. A few potential suggestions to help this grow:

*I feel like the blood splatters should appear behind the enemies, not in front of them, to signify bullets and slashes going through them for better feedback.

*It'd be nice if dead bodies get greyed-out slightly to help them fade into the floor a bit so they don't distract the player from tracking still-alive enemies. Also maybe grey-out older blood stains so you can see fresh blood from recent shots to help track your shots.

*Player damage feedback isn't present enough: maybe a red flash or something to indicate when you get hit? It all gets a bit muddy and confusing when you're close to enemies and slashing with the sword: did I hit them or did they hit me, and so on.

Looking forward to seeing the final version!

heroyooky responds:

Hey thank you for the detailed feedback, some of these like the player damage feedback I will definitely be adding in soon.

You guys are so awesome, damnit.

I think I called NickConter a bull by accident again instead of a horse when I told myself I wasn't going to make that mistake again, damnit.

Merry Christmas, damnit!

NickConter responds:

haha I been called a cow and a bobine before so there's no beef my dude.

Very ambitious and cool! Great to see an indie hack-and-slash in the likes of Diablo and Path of Exile revolving around pirates. I think the rum bottle is a cool innovation on the potion system. I think it has a solid core that just needs some polish and tweaks to make it more pleasant of an experience. As it stands right now, I think the game should default to showing health bars above enemies since without them, the game doesn't provide enough damage feedback to show how you're doing in a fight. I think you should also always have access to your sword melee: don't bother with the rifle melee as it is worse and if you don't have pistol or bomb ammo, you get stuck with the rifle melee with no way to bring out your sword, which I think is silly. The fiddle should probably also only drain rum if you are actually healing teammates: otherwise, it'd be nice to attract items without wasting rum. Leveling up should probably pause the game as well when you pick a perk.

Borington responds:

Thank you! Really helpful feedback!

A fun, goofy game with clean, crisp graphics and sound! Love the variations of questions and newspaper clipping results. I'm not able to get any type of special ending though besides the basic one: not sure if there are endings or if I'm just that good?

monish97 responds:

Thank you so much. I'm glad you liked it. I am planning to add more content to this game in coming days.

Solid puzzler! I thought the game had some good mechanics and introduced them with some great levels to play through. All in all, I had a great time. The only thing missing for me would be some extra polish/pizzaz, such as making winning a level a bit more exciting with more fanfare. Also, maybe present the candy theme a bit more by making the graphics a bit less grim and stony, or by having every level award a piece of candy as part of the victory? It is pretty cool as-is, though, so no real problems.

Diemorth responds:

Thanks for the compliments. These are really good suggestions, this will be useful to build future projects or if I change this one again, I am very grateful for the feedback, thank you for playing! ^-^

Pretty cool for a prototype! Reminds me of a modern version of those cool DOS shooters like Duke Nukem where you blast through enemies and look for keys to get to the end. Enjoyed some of the cool touches like automatically moving the players up steps if they run into them instead of requiring them to jump each step (though it does make the player look kinda jittery, so maybe just turn them into ramps?). Looking forward to seeing more: seems like a solid core that just needs a little more polish and punchiness to the hits!

SheeplessDreamr responds:

Thank you. I will consider ramps at some point in development. And yes this game was heavily inspired by games from that era but it was at the cost of level design however that will be remedied in later updates in a few weeks potentially. I've noticed the jitteriness too and i'll fix it at some point too (i think it might have to do with the camera movement or an error on a line code).

Still making my way through, but I'm enjoying the puzzles and interesting shifts in perspective between the characters! I'm new to the series, so the amount of exposition I needed to go through at the start was a lot (especially without any pictures or something to help for the flashbacks), but I think I was still able to grasp everything without being completely overwhelmed, so kudos for that.

TheEnkian responds:

Thanks very much! The full first game is free and there's sizable demos of the others that would definitely help you out if you're not sure about buying the full games :)

Wow, I really liked this puzzler! Felt like the design of it was very intuitive, even more so than Terry the Skeleton. While I miss the action and story of Terry, I do like the slow, methodical strategy of this game as I feel it allows me to use all of the mechanics more effectively, especially when it comes to switching between the two types of movement, and dealing with witches, who I think are a bit annoying in how they can just fire anywhere instead of in a set pattern like everyone else. My dream would be to make it all under one game, where normal mode is Berry and Terry would be the challenge mode you unlock after your intial playthrough. Great work on putting this together!

amidos2006 responds:

Thanks :) I was thinking about that with different characters to select from :)

Deceptively simple at first in terms of graphics and design, but underneath it all lies a fun, chill puzzler! Great level design, cool music and satisfying progression makes something as simple as sliding around become really fun. Nice work!

AdityaChaudhary responds:

Thank you

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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