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FutureCopLGF

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Fantastic puzzler! Felt great to make it through the puzzles and learn how to handle the ball with precision. Good minimalist design and music to let you get into a flow state and enjoy spinning to win. Would love to see more levels from this, though I will say I'll need time to uncramp my hand, haha. It is a bit difficult to control at times with the keyboard: it could potentially help to switch from a digital input to an analog input by letting, for example, mouse movement spin the platforms: that way you could use more subtle, slow movements which aren't possible with digital inputs, and that'd let the player feel more in control since it can be frustrating at times. Nevertheless, it was fun!

AlienPlay responds:

I plan on making more levels. Thanks for feedback and ideas! :D

Pretty cool game with a lot of punch and explosive action to it! Bit tricky to understand how to play the game at first, but it seems to delight in being a hardcore game so I guess it comes with the territory, haha. That being said, the tutorial for learning slow-mo was very effective in its timing. Definitely a lot of fun blasting through this game, but its dragged down a bit by 1) bullet spongy enemies 2) getting shot and stunned by off-screen enemies 3) weird wall jump mechanics. Once you get used to it and embrace it, its fun though!

EGurt responds:

Ha, I'm not biggest fan of bullet sponge enemies either, but I originally wanted to try something different with 2nd part. For this exact case though, impossible difficulty was added later. Many players can find it easier too.

I believe enemies would only shoot from off-screen if they've seen player's projectiles first (like trying to play by player's rules), I can be wrong though, especially with that open level with 2 walkers.

Getting stunned might be a problem. Hopefully next release will feel better about this gameplay mechanic.

Seems to have a pretty good setup of mechanics and gamefeel, but at the moment, it just feels a bit aimless. Took me awhile to determine what the game was even about and if there was a goal: at the end of the day, I guess it's just supposed to have you survive as long as you can in a random level by punching people and building ways to route enemies around. Would love to see this built with a story, or levels, or something, as it does have a lot of good things going for it at the moment.

danidre14 responds:

Thank you again for the review! And yes, I realize the game isn't as intuitive for others as it is for the person that code it. I watch you play asking myself why don't you do this or that, and I realize I only know so much because I made it.
I've discontinued work on this project, but the experience is what I would go with, for my future games. Thanks! :D

Pretty cool once it gets amped up in the later levels (past the first upgrade), but it is a bit long and boring to get their initially, potentially leading to dropping off. Mechanics can be a bit frustrating as well without being able to aim the gun at all and being forced to wait, though I understand that is the main conceit. Still, once it gets going it is has a nice, challenging feeling to it with a good level of polish and creativity in the level design.

Prox276 responds:

Thanks for the feedback! I completely agree with you, it does get boring around halfway into the game.

Pretty cool platformer, though a bit frustrating at times (though it is inspired by hard games, so you can take that as a compliment, haha)! Bit of a bummer that it didn't have any music within the levels: felt overbearingly quiet at times, and considering the SFX were so cool, I would've loved some music. I didn't really understand most of the mechanics: the cloning seemed to just be used as a stepping stone for jumps, but it also respawned you at them before respawing you at the start anyway? Could use an ammo counter for bones as well as candy score, and some forgiving jumping mechanics. Still, in the end, the game has a good variety of enemies, platform setups, tricks and traps that make it a fun challenge.

Newdam responds:

Maybe the music is not charging well because the game has 8bits music. I´ll check it. Thanks for your comments!

Pretty goofy and funny. Enjoyed the art and presentation, and thought the dialogue was well put-together with some nice moments where the dialogue is interrupted or paced to great effect. Would love to see if the combat could be improved to make it more unique or SCP-specific, as at the moment it is fairly default mash-attacky, albeit with some humorous replacements.

Meganaut123 responds:

Thank you! I'm glad you enjoyed the game! :D

Surprisingly impressive and deep! Was not expecting that level of mechanics from this simple one-button game, such as gravity switching, cannons, back-and-forth puzzles, but I thought it was a great implementation of it all, especially with the boss level. Only critical feedback I would have is to fix the readability of the HUD elements (bright colors on top of bright colors don't read well), add a little bounce to the animations for the character and enemies, and I feel like the hitbox for the characters, or perhaps the hurtbox for the spikes, are way too big and should be more lenient. Great and funny experience though!

JohannesGross responds:

Thank you very much for your feedback! Going to implement all of that in the next update.

Not too shabby! At the moment it feels like its missing a little something special to it, but it's solid enough. Feels a little haphazard and disjointed in terms of theme: we've got this story about death, but we're jumping around clinging to frog tongues and such. Platforming is cool in terms of obstacles and challenges, especially the wall jumps, but it also feels a bit too fast and sharp for me to comfortably and skillfully handle the characters in a good-feeling way. Looking forward to more!

piratechipgames responds:

Thanks for playing and providing valuable feedback! -Ibrahim

Pretty cool! I enjoyed my time with it, but I feel like it was difficult to grasp initially and could use some additional pep to keep the player interested. The art is great at the moment, but sound effects could definitely help in terms of making it more exciting and explosive (literally). Wave announcements and the jangle of money being added could help you feel like you're making progress bit-by-bit. The pathways for the attackers could have some wavey arrows to help players see how they are coming in. Some of the interface buttons are a bit confusing to understand at first: I ended up quitting the game when I was just trying to close the options menu, haha. Definitely a lot of potential here and would love to see an improved version.

RobotRage responds:

Thanks for checking it out! yeah the criticisms you mentioned are things i need to work on personally, GUI isn't exactly my strong suit.

A surprisingly deep and cool puzzler! The ramp up in difficulty was unexpected, but enjoyable due to the intuitive tutorials. Also, it felt like it really cut to the chase and got the full draw of puzzles from the mechanics on show. All in all, felt really solid with all the core aspects: art, sound, presentation, game feel, etc. Well done!

Yetman responds:

Thanks a lot :D

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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